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ISSUE-384 I FEBRUARY 2010 , 












PLAYER’S HANDBOOK 3 DEBUT: THE BATTLEMIND 41 

Get your first look at this new psionic class a full month before the release of 
Player’s Handbook 3. 


18 


BAZAAR OF THE BIZARRE: LEGENDARY FIGURINES 

By Robert J. Schwalb 

Figurines of wondrous power for the paragon and epic tiers. 


43 


25 


WARLOCK BASICS 

By Matthew Sernett 

Get the starter basics for building a bad-ass warlock, as well as some new 
feats for your ‘lock character. 


45 


25 


TO WALK UNSEEN PATHS 

By Ari Marmell 

Learn about those who walk the Unseen Path, rangers who seek to strike 
the perfect balance between the world and the Feywild. 


48 


CLASS ACTS: BARBARIAN 


By Aeryn “Blackdirge” Rudel 

New evocations for two-hander barbarians, 




lphasizing those that grant 


33 


52 


Contents 



CLASS ACTS: AVENGER 

By Robert J. Schwalb 

Discover the Godsworn—avengers who devote themselves fully to the 
destruction of their deity’s enemies. 

CLASS ACTS: CLERIC 

By Matt James 

New prayers and magic items for battle clerics. 

CLASS ACTS: WARLORD 

By Robert J. Schwalb 

Discover the commando warlord, fast on his feet and ready to seize whatever 
opportunities arise in battle. 

WINNING RACES: GNOMES 

By Brian Yablon 

Gnomes make poor defenders... or do they? Discover how gnomes protect 
their communities from their many foes. 

WINNING RACES: ELADRIN 

By Robert J. Schwalb 

The winterkin eladrin have potent bonds to the Cold Lands of the feywild. 
Learn about this new eladrin bloodline here. 










56 


CLASS ACTS: WARLORD 

By Robert. J. Schwalb 

These powers offer the warlord unique powers that enhance his allies’ 
abilities. 


60 


CHANNEL DIVINITY: MIELIKKI 

By Matthew Sernett 

In the Realms, Mielikki is called the Daughter of Silvanus, but learn how her 
followers pursue her goals in the world. 


64 


CHANNEL DIVINITY: AVANDRA 

By Robert J. Schwalb 

Avandra shows favor to all adventurers who seize the initiative. Discover new 



ON THE COVER 

Illustration byTyler Jacobson 




skill powers for Avandra worshipers. 

4 EDITORIAL 

67 DESIGN & DEVELOPMENT 

By Mike Mearls 

Mike goes into detail in this commentary on the 
battlemind class. 

68 DESIGN & DEVELOPMENT 

By Richard Baker & Rodney Thompson 

Rich and Rodney talk about Martial Power 2. 

72 CONFESSIONS OF A FULL-TIME WIZARD 

By Shelly Mazzanoble 

D&D’s “Player-in-Chief” shares more of her 
wisdom and insight. 

77 D&D PLAY REPORT 

By Chris Tulach 

Learn all about the new D&D Encounters program 
and how you can get involved! 

80 AMPERSAND 

By Bill Slavicsek 

Bill discusses more of the changes in store for 
D&D in 2009. 











DRAGON 


■^384 J 


Editor-in-Chief 
Senior Art Director 
Web Specialist 
Web Production 
Contributing Authors 


Cover Artist 
Contributing Artists 

Publishing Production Specialists 

Web Development 
D&D Creative Manager 

Executive Producer, 
D&D Insider 

Director of RPC R&D 


February 2010 

Chris Youngs 
Jon Schindehette 
Steve Winter 
Bart Carroll 
Richard Baker, 

Matt James, Shelly Mazzanoble, 
Mike Mearls, Aeryn “Blackdirge” 
Rudel, Robert J. Schwalb, 
Matthew Sernett, Bill Slavicsek, 
Rodney Thompson, Chris Tulach, 
Brian Yablon 
Peter Schaefer, Stephen 
Schubert, Rodney Thompson 

Michele Carter, Jeremy Crawford, 
Miranda Horner 

Tyler Jacobson 

Tyler Jacobson, Chad King, 
William O’Connor, Cynthia 
Sheppard, Matias Tapia, 

Tyler Walpole 

Angelika Lokotz, Erin Dorries, 
Christopher Tardiff 

Mark A.Jindra 
Christopher Perkins 

Chris Champagne 
Bill Slavicsek 


Special Thanks 

Richard Baker, Greg Bilsland, Michele Carter, Jennifer Clarke Wilkes, Andy 
Collins, Bruce R. Cordell, Jeremy Crawford, Peter Lee, Mike Mearls, Kim Mo¬ 
han, Cal Moore, Peter Schaefer, Stephen Schubert, Matthew Sernett, Rodney 
Thompson, James Wyatt 


1 GOT A PONY. . . 

. . . AND ALL IT COST ME WAS MY PRIDE 


Figurines of wondrous power have a long history in the 
Dungeons & Dragons® game. They first showed up in 
the 1st Edition Dungeon Master s Guide® core rulebook. 
Since then, many designers have added to the list of 
ebony fly, golden lions (pair), ivory goats (trio), marble 
elephant, obsidian steed, onyx dog, and serpentine owl. Later 
editions added to the list with the likes of the jade sea 
snake and the opal carp, both available in 4th Edition 
games near you. And the pearl sea horse. 

That’s right, the game now has a figurine of wondrous 
power that summons a giant aquatic pony. That you can 
ride. Did I mention it was also pearl? Not mithral. Not 
titanium. Pearl. 

I can imagine a less heroic mount or ally, but it takes 
some effort. Maybe the purple Peeps figurine? Or the 
mahogany chipmunk? 

As I’ve mentioned in this space before, I play in a 
Wednesday night campaign run by Chris Perkins. The 
world of Iomandra is composed of a vast sea dotted by 
islands of various sizes. We spend a lot of our sessions 
aboard ships. In fact, a recent session saw our captured 
(read: stolen) ship and another ship assaulted by three 
submersible turtle ships crewed by githyanki pirates. 
Cool, right? But my point is that we’re on or near the 
water a lot. 

You’d think that a figurine that lets you waterski 
across the water would be a hot commodity. Jade sea 
snake? Rad. Opal carp ? Less rad, but I can get behind it. 

Enter the pearl sea horse. Several months back, our 
group recovered one of these. It was near the beginning 
of the paragon tier. Keep in mind the aforementioned 
proximity of water. Not a one of us manly men (ahem) 
would take the sea pony. In fact, the item sat in the 
party holding pen, along with spare healing potions and 
the funds to raise Divin, our party cleric, for two entire 


And then, one day, I’d had enough. After being sty¬ 
mied—yet again—by a seemingly impassable 100-foot 
stretch of water, I was done. “You know what? I’ll take 
the pony,” I declared. And I did. 

I call him Sharkbait. 

Since then, I’ve used Sharkbait at least a dozen times. 
I can’t complain. Each time, someone at the table asks 
me if I’m enjoying my party dress at my 10th birthday, 
or something to that effect. But they shut up when 
Sharkbait leaves them in his wake. 

This month, we’re adding several new figurines of won¬ 
drous power to the game, specifically for the paragon and 
epic tiers. Why should heroic characters have all the 
fun? Steve and Bart originally pitched this idea. They’re 
big fans of the ebony fly and other flying figurines. You 
know, the ones that actually increase your character’s 
cool factor. The new figurines are pretty much all of 
the kick-ass variety—the coral dragon and mercury wasp 
just sound cool, don’t they? As for me, I’ve taken to the 
underdog figurines. As soon as I’m able, I’m saving up 
for the tourmaline turtle. 

I think I’ll call him Shelldon. 

What’s your favorite figurine of wondrous power ? Or 
even your favorite offbeat magic item? Let us know at 
dndinsider@wizards.com . 


cM> 








Battlemind 

By Mike Mearls 

illustrations by Tyler Jacobsen 


“My mind is afar deadlier weapon than some ill-crafted bit of iron.” 


For design insights on the battlemind, check out the companion Design & Development article 


As wanderers, mercenaries, and adventurers, battleminds are carefree warriors who seek only to test 
their skill against the mightiest and most dangerous opponents. Battleminds possess a potent combina¬ 
tion of psionic and physical skill, allowing them to use their magic to manipulate and deceive their foes 
even as their fighting skill lets them carve a swath through enemy ranks. Battleminds tend to be bold 
and sometimes arrogant, an attitude earned through bringing ruin to enemies over the course of many 
conflicts. 

You might not share your fellow battleminds’ arrogance, but you do have access to an array of 
combat abilities that let you manipulate, baffle, and defeat your enemies. Your mind is as deadly as your 
weapon, and with the aid of your psionic magic, your body can turn aside attacks as effectively as a suit 
of plate armor can. 

Let those who would stand against your might quiver in terror when you approach, for you are a 
battlemind, and supremacy in combat is your birthright. 


TM & © 2009 Wizards of the Coast LLC. All rights reserved. 



Player's Handbook 3 Debut: Battlemind 


CLASS TRAITS 

Role: Defender. You are tough and fast, while your 
mastery of psionic magic allows you to outwit your 
foes. Depending on your choice of class features 
and powers, you lean toward either controller or 
striker as a secondary role. 

Power Source: Psionic. You are a psionic warrior, 
a weapon master who combines physical 
might and a cunning intellect. 

Key Abilities: Constitution, Wisdom, Charisma 

Armor Proficiencies: Cloth, leather, hide, chain- 
mail, scale; light shield, heavy shield 

Weapon Proficiencies: Simple melee, military 
melee, simple ranged 
Bonus to Defense: +2 Will 

Hit Points at 1st Level: 15 + Constitution score 

Hit Points per Level Gained: 6 

Healing Surges per Day: 9 + Constitution modi- 

Trained Skills: From the class skills list below, 
choose three trained skills at 1st level. 

Class Skills: Arcana (Int), Athletics (Str), Bluff 
(Cha), Diplomacy (Cha), Endurance (Con), 

Heal (Wis), Insight (Wis), Intimidate (Cha) 

Class Features: Psionic Augmentation, Psionic 
Defense, Psionic Study 


Battlemind Class Features 

Battleminds have the following class features. 

Psionic Augmentation 

Through discipline and careful study, you have 
mastered a form of psionic magic that offers greater 
versatility than other characters command. You know 
a broad array of at-will powers, each of which is a con¬ 
duit through which you can pour as much or as little 
psionic energy as you choose. You channel psionic 
energy into a reservoir of personal power—repre¬ 
sented in the game as power points—that you can use 
to augment your at-will attack powers, replacing the 
encounter attack powers that other characters use. 

As a battlemind, you acquire and use powers in a 
slightly different manner from how most other classes 
do. 

At-Will Attack Powers: At 1st level, you choose 
two at-will attack powers and one daily attack power 
from your class, but you don’t start with any encoun¬ 
ter attack powers from your class. You can instead 
augment your battlemind at-will attack powers using 
power points. These powers (and certain others, 
notably the encounter attack power you gain from a 
battlemind paragon path) have the augmentable key¬ 
word (see the sidebar). 

You gain new battlemind at-will attack powers, 
instead of new encounter attack powers, as you 
increase in level. At 3rd level, you choose a new 
battlemind at-will attack power. At 7th, 13th, 17th, 
23rd, and 27th level, you can replace one of your 
augmentable battlemind at-will attack powers with 
another one of your level or lower. The power you 
replace must be augmentable. 



Power Points: You start with 2 power points. You 
gain 2 additional power points at 3rd and 7th level, 1 
additional power point at 13th level, and 2 additional 
power points at 17th, 21st, 23rd, and 27th level. If 
you gain power points from another source (such as 
your paragon path), add them to your power point 
total. You can use your power points to augment any 
augmentable power you have, regardless of how you 
gained the power. 

You regain all your power points when you take a 
short or an extended rest. 





3 

Choose one 

Gain 2 (4 total) 

7 

Replace one 


13 

Replace one 

Gain 1 (7 total) 

17 

Replace one 


21 

- 

Gain 2 (11 total) 

23 

Replace one 


27 

Replace one 

Gain 2 (15 total) 


Psionic Defense 

Three powers-battlemind’s demand, blurred step, and 
mind spifee-help you maintain tactical superior¬ 
ity in combat. You can use these psionic powers 
to demand your enemies’ attention, follow them if 
they try to avoid you, and punish them if they attack 
your allies. This combination of mental compulsion 
and psionic enhancement of your own capabilities 
makes you a force to be reckoned with in battle. 


February 2010 | DRAGON 384 












Player's Handbook 3 Debut: Battlemind 


Psion ic Study 

Battleminds learn to fight using their bodies as 
weapons. Some battleminds alter their own form to 
fit their needs. Other battleminds use their psionic 
power to predict the best position for launching an 
attack. 

Choose one of these options. 

Battle Resilience: You gain the battle resilience 
power, which reflects your ability to use your psionic 
power to bend your own body to protect yourself. 

Speed of Thought: You gain the speed of thought 
power, which allows you to be always ready for a 
fight. 


THE AUGMENTABLE KEYWORD 


A power that has the augmentable keyword has 
optional augmentations, which you can use at the 
cost of power points. You use these rules when you 
use an augmentable power. 

Decide First: You must decide whether and 
how to augment an augmentable power when 
you choose to use the power, before you make any 
attack rolls or apply any of the power’s effects. 

Power Point Cost: An augmentation specifies 
its cost in power points. For example, “Augment 
1” means you must spend 1 power point to use an 
augmentation. You must spend the required power 
points when you decide to use the augmentation. 

One at a Time: You can use only one augmenta¬ 
tion on a power at a time, so you can’t, for example, 
spend 3 power points to use both a 1-point and a 
2-point augmentation on a single power. 

Replace Base Effects: When you augment a 
power, changes to the power are noted in the 
augmentation. If an augmentation includes a spe¬ 
cific power entry, like “Hit” or “Effect,” that entry 


replaces the entry in the base power that has the 
same name. An augmented version of a power is 
otherwise identical to the base power. 

Unaugmented: When you use an aug¬ 
mentable power without augmenting it, the 
power is referred to as unaugmented for that 
use (some effects apply only when a power 
is unaugmented). A power that doesn’t have 
the augmentable keyword is never considered 
unaugmented. 

At-Will Attack Powers: When a power or 
some other effect lets you use an at-will attack 
power, you can choose to use one of your aug¬ 
mentable at-will attack powers, but you must use 
it unaugmented. 

When a racial trait grants you an at-will 
attack power of your choice and you choose an 
augmentable at-will attack power, the power 
loses both the augmentable keyword and its 
augmentations. 


February 2010 | DRAGON 384 


\r) 






Player's Handbook 3 Debut: Battlemind 


Creating a Battlemind 

Battleminds rely on Constitution, Charisma, and 
Wisdom for their powers. You can choose any 
powers you like, but many battleminds choose 
powers that complement their choice of combat 
style. 

Quick Battlemind 

You use your psionic power to make yourself faster, 
increasing your speed and agility in combat. Make 
Constitution your highest ability score, followed 
by Charisma to reflect your ability to project your 
psionic power into the world. Wisdom should be 
your third-best ability. For daily powers, consider 
those that grant new opportunity actions to you, 
ensuring that your foes can’t outmaneuver you. 
Suggested Class Feature: Speed of Thought 
Suggested Feat: Improved Speed of Thought 
Suggested Skills: Arcana, Athletics, Insight 
Suggested At-Will Powers: demon dance, whirl¬ 
ing defense 

Suggested Daily Power: steel unity strike 

Battlemind Powers 

Your powers are called disciplines; they combine 
your fighting ability with your mastery of psionic 
magic. You can plant images in a foe’s mind and 
use psionic power to lend unmatched speed and 
strength to your weapon blows. 

Class Features 

Each battlemind has the powers battleminds demand, 
blurred step, and mind spike. 


Battlemind’s Demand Battlemind Feature 


You draw your foe’s concentration, taunting the foe to strike at you. 

At-Will § Augmentable, Psionic 
Minor Action Close burst 3 
Target: One creature in burst 

Effect: You mark the target until you use this power again or 
until the end of the encounter. 

Augment i 

Target: One or two creatures in burst 


Blurred Step Battlemind Featuri 


You bend reality with the power of your mind, fashing across the 
space between you and your enemy. 

At-Will § Psionic 

Opportunity Action Personal 

Trigger: An adjacent enemy marked by you shifts 
Effect: You shift 1 square. 


Mind Spike Battlemind Feature 


You force your enemy to feel the pain that it inflicts on your friend. 

At-Will § Force, Psionic, Psychic 
Immediate Reaction Melee 1 

Trigger: An adjacent enemy marked by you deals damage to 
your ally with an attack that doesn’t include you as a target 
Target: The triggering enemy 

Effect: The target takes force and psychic damage equal to 
the damage that its attack dealt to your ally. 

The Psionic Study option that you choose determines 
whether you have battle resilience (available in Player's 
Handbook 3) or speed of thought. 


Speed of Thought Battlemind Feature 


You move in the blink of an eye, reaching your foes before they can 
draw their weapons. 

Encounter H Psionic 
Free Action Personal 
Trigger: You roll initiative 

Effect: You move a number of squares equal to 3 + your 
Charisma modifier. 

Special: You can use this power even if you’re surprised. 


BATTLEMIND OVERVIEW 


Characteristics: Your heavy armor allows you to 
take on your enemies’ attacks without fear, and 
your melee attacks that are augmented by psionic 
magic let you control your enemies like puppets 
and set them up for defeat. You excel at control¬ 
ling the battle line and forcing enemies to fight you 
while your allies wreak havoc. 

Religion: Battleminds who live up to this class’s 
renowned arrogance rarely pray to the gods, and 
stories abound of battleminds whose ill luck could 
be placed at the feet of their impiety. Those bat¬ 
tleminds who do follow the gods typically revere 
Kord for his martial skill and strength, Bahamut for 
his practice of justice, or loun for being the origina¬ 
tor of psionic magic. 

Races: Dwarves and wilden make excellent 
resilient battleminds, putting their Constitution 
and Wisdom to great use in shaping their bodies 
to meet the needs of combat. Half-elves are ideal 
quick battleminds, channeling their natural Cha¬ 
risma into psionic alacrity. Goliaths’ sheer physical 
power makes them well suited for this class, and 
many gnome and tiefling warriors are drawn to the 
guile and trickery of some battlemind powers. 


February 2010 | DRAGON 384 











Player's Handbook 3 Debut: Battlemind 


Level 1 At-Will Disciplines 


Demon Dance Battlemind Attack 1 


As you slash your enemy, you implant the image of howling de¬ 
mons into its mind, distracting the foe from making attacks. 

At-Will § Augmentable, Fear, Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier psychic damage, and the 
target takes a -5 penalty to opportunity attack rolls until 
the end of your next turn. 

Augment 1 

Hit: As above, and the target loses threatening reach 
until the end of your next turn. 

Augment 2 

Hit: 2[W] + Constitution modifier psychic damage, and the 
target can’t make opportunity attacks until the end of 



You flood the mind of your foe with psionic energy, 
befuddling its vision and distorting its perception of 
nearby threats. By increasing the flood to a torrent, you 
can blind the foe completely. 

At-Will § Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage. Until the end of 
your next turn, the target takes a penalty to attack rolls 
equal to the number of your allies adjacent to it. 
Augment 1 

Special: When making an opportunity attack, you can 
use this power in place of a melee basic attack. 
Augment 2 

Hit: 1 [W] + Constitution modifier damage, and the target is 
blinded until the end of your next turn. 


Whirling Defense ^^BattlemindAttackll 


Seeking to defend your friends, you attack your foe to get it to 
focus on you. By channeling more power into your attack, you 
can distract more opponents. 

At-Will M Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage, and you mark the 
target until the end of your next turn. 

Augment 1 

Effect: Whenever you use your mind spike before the end of 
your next turn, the target of that power takes extra damage 
equal to your Charisma modifier. 

Augment 2 
Close burst 1 

Target: Each enemy you can see in burst 

Level 1 Daily Disciplines 


Allies to Enemies Battlemind Attack I 


Your attack rattles your foe with a vision of its allies betray¬ 
ing it. The foe lashes out at a companion before realizing its 
mistake. 

Daily H Charm, Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. AC 

Hit: 2[W] + Constitution modifier psychic damage, and the 
target makes a melee basic attack as a free action against a 
creature of your choice. 

Miss: Half damage. 


Steel Unity Strike Battlemind Attack 1 


You become one with your weapon as you unleash a devastat¬ 
ing attack against your foe, leaving yourself in position to 
strike again if your enemies flee. 

Daily B Psionic, Stance, Weapon 

Standard Action Melee weapon 

Primary Target: One creature 

Primary Attack: Constitution vs. AC 

Hit: 3[W] + Constitution modifier damage. 

Miss: Half damage. 

Effect: You assume the steel unity stance. Until the stance 
ends, you can make the following secondary attack. 
Opportunity Action Melee 1 

Trigger: An adjacent enemy marked by you moves without 
shifting on its turn 

Secondary Target: The triggering enemy 
Secondary Attack: Constitution vs. AC 
Hit: 2[W] + Constitution modifier damage. 


Level 2 Utility Disciplines 



With a focused thought, you lift your body slightly off the 
ground on a current of psionic energy, allowing you to move 
over water or broken ground with ease. 

At-Will B Psionic 
Move Action Personal 

Effect: Until the end of this turn, you ignore difficult terrain 
and can both move across liquid and stand on it as if it 
were solid ground. In addition, you move 3 squares. 


if 


2010 | DRAGON 384 












Player's Handbook 3 Debut: Battlemind 


You loom large in your foes’ minds,forcing the enemies to turn 
their attention toward you. 

Encounter H Psionic 
Minor Action Close burst 2 
Target: Each enemy in burst 

Effect: You mark each target until the end of your next turn. 


Level 3 At-Will Disciplines 



You trick your enemy into perceiving a legion of foes press¬ 
ing in upon it. By expending more power, you can make the 
phantoms seem more real, causing the enemy to freeze in 
indecision. 

At-Will H Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage. Until the end of 
your next turn, the target grants combat advantage to 
your allies while they are adjacent to it. 

Augment 1 

Hit: As above, and the target takes a penalty to the attack rolls 
of melee attacks and close attacks until the end of your 
next turn. The penalty equals your Charisma modifier. 

Augment 2 

Hit: 2[W] + Constitution modifier damage. Until the end of 
your next turn, the target is immobilized, and it grants 
combat advantage to your allies while they are adjacent 


Visions of Terror Battlemind Attack 3I 


With a sweeping attack, you trick your foe’s mind into seeing 
you as a monstrous figure whose blow sends the enemy stum¬ 
bling back. You can expend more power to cause other foes to 
stagger back. 

At-Will B Augmentable, Fear, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage, and you push the 
target 2 squares. 

Augment 1 

Hit: As above, but you push the target a number of squares 
equal to your Charisma modifier. In addition, until the end 
of your next turn, if you or any of your allies pulls, pushes, 
or slides the target, the forced movement increases by 1 

Augment 2 

Hit: 1 [W] + Constitution modifier damage, and you push the 
target a number of squares equal to your Charisma modi¬ 
fier. After the push, you slide each enemy adjacent to the 
target 1 square. 



Level 5 Daily Disciplines 


Beckoning Strike Battlemind Attack 5 


As you strike your enemy, you unleash a surge of psionic ener¬ 
gy that warps the minds of the foes you challenge, compelling 
them to approach you. 

Daily § Psionic, Stance, Weapon 

Standard Action Melee weapon 

Primary Target: One creature 

Primary Attack: Constitution vs. AC 

Hit: 2[W] + Constitution modifier damage. 

Miss: Half damage. 

Effect: You assume the beckoning stance. Until the stance 
ends, you can make the following secondary attack. 
Opportunity Action Melee 1 

Trigger: An adjacent enemy marked by you moves 
without shifting on its turn 
Secondary Target: The triggering enemy 
Secondary Attack: Constitution vs. AC 
Hit: 1 [W] + Constitution modifier damage. At the end of the 
secondary target’s turn, you can use a free action to pull the 
secondary target a number of squares equal to its speed. 


Nightmare Vortex Battlemind Attack 5 


You generate a vortex of nightmares around yourself that 
engulfs the minds of your enemies, forcing your foes to move 
away from imagined attacks. 

Daily § Fear, Psionic, Weapon 
Standard Action Close burst 1 

Target: Each enemy you can see in burst 
Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage, and you slide the 
target 1 square. 

Miss: Half damage. 

Effect: Until the end of the encounter, whenever an enemy 
starts its turn within 3 squares of you, you can slide the 
target 1 square as a free action. 


February 2010 | DRAGON 384 













Player's Handbook 3 Debut: Battlemind 


Level 6 Utility Disciplines 




You spring into the air, fueling your leap withyour psionic 

At-Will § Psionic 
Move Action Personal 

Effect: You make an Athletics check to jump with a +5 
bonus. You are considered to have a running start. 





You channel psionic energy into your weapon, adjusting the 
rules of nature so that the weapon will slide through the air as 
if on wings when you hurl it. 


Encounter H Psionic 
Minor Action Personal 

Effect: Choose a weapon you are holding. The next melee 
attack you make with that weapon before the end of your 
next turn becomes a ranged attack with a range of 10. The 
weapon returns to your hand after you make that attack. 


Level 7 At-Will Disciplines 


Lightning Rush Battlemind Attack 7| 


Like a lightning strike, you rush across the battlefield and 
launch a counterattack to help a friend. If you choose, you can 
draw the enemy’s attack to yourself. 

At-Will H Augmentable, Psionic, Weapon 
Immediate Interrupt Melee 1 

Trigger: An enemy within 5 squares of you targets an ally with 
an attack 

Effect: Before the attack, you move your speed to a square 
adjacent to the triggering enemy. 

Target: The triggering enemy 

Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage. 

Effect: You don’t get your normal standard action on your next 

Augment 1 

Hit: As above, and the target takes a penalty to the triggering 
attack roll equal to your Charisma modifier. 

Augment 2 

Hit: 2[W] + Constitution modifier damage, and you become 
the target of the triggering attack. 

Effect: You get your normal standard action on your next turn. 



Psionic Speed _Battlemind Attack 7\ 


You move in a blur, making a series of quick attacks that force your 
opponents to regard you as a threat. 

At-Will H Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One, two, or three creatures 
Attack: Constitution vs. AC 

Hit: 1 [W] damage, and you mark the target until the end of 
Augment 1 

Effect: After both the first and second attacks, you shift 1 
square to a square adjacent to the next target. 

Augment 2 

Hit: 1 [W] + Constitution modifier damage. 

Effect: You mark the target until the end of your next turn. 


Level 9 Daily Disciplines 


Inexorable Death Strike Battlemind Attack 9 


You project a vision of your enemy’s death into the foe’s mind. 

Daily § Psionic, Psychic, Stance, Weapon 
Standard Action Melee weapon 

Primary Target: One creature 
Primary Attack: Constitution vs. Will 
Hit: 1 [W] + Constitution modifier damage, and ongoing 5 
psychic damage (save ends). 

Miss: Half damage, and ongoing 5 psychic damage (save ends). 
Effect: You assume the inexorable death stance. Until the 
stance ends, you can make the following secondary attack. 
Opportunity Action Melee 1 

Trigger: An adjacent enemy marked by you moves 
without shifting on its turn 
Secondary Target: The triggering enemy 
Secondary Attack: Constitution vs. AC 
Hit: 1 [W] damage, and the secondary target fails its first saving 
throw at the end of this turn. 

Level 21: 2[W] + Constitution modifier damage. 


February 2010 | DRAGON 384 
















Player's Handbook 3 Debut: Battlemind 


Intellect Hammer Battlemind Attack 9 


You hammer your foe’s intellect, draining power from it. 

Daily § Psionic, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage, and the target 
is dazed until the end of your next turn. In addition, you 
regain 2 power points. 

Miss: Half damage. In addition, you regain 1 power point. 


Level 10 Utility Disciplines 


idwffma-ffwii 


As your ally reels from an attack, you act with the speed of thought 
to shield your friend from further assault. 


At-Will 18 Psionic 

Immediate Reaction Melee 1 

Trigger: An adjacent ally takes damage 
Target: The triggering ally 
Effect: You slide the target 1 square. 



Your form shimmers as you send a wave of psionic energy 
washing over your foes. In their minds, you fade away as your 
duplicate appears and threatens them. 


Daily § Conjuration, Illusion, Psionic 
Minor Action Ranged 5 

Effect: You conjure an illusory duplicate of yourself in an unoc¬ 
cupied square within range. The duplicate lasts until the 
end of the encounter. You gain a +4 power bonus to all 
defenses against any attack that doesn’t include both you 
and the duplicate. As part of a move action, you can move 
the duplicate 5 squares. 

The duplicate can be targeted by melee attacks and 
ranged attacks, although it lacks hit points. The duplicate 
disappears if a melee or a ranged attack deals any 
damage to it. 


Level 13 At-Will Disciplines 


Level 15 Daily Disciplines 



You lash out with your weapon, slamming your foe again and 
again until you drive it into the ground. 

At-Will § Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 

Attack: Constitution vs. AC. Make the attack three times. 
Hit: Constitution modifier damage. 

Effect: If you hit the target two or more times, it falls prone. 

Augment 1 

Attack: Constitution vs. AC. Make the attack four times. 
Augment 4 

Attack: Constitution vs. AC. Make the attack four times. 
Hit: Constitution modifier + Charisma modifier damage. 


Luring Steel Battlemind Attack 13| 


Your strike delivers a pulse of psionic energy into your enemy, 
compelling it to attack you or suffer. By increasing the pulse’s 
strength, you can affect more enemies. 

At-Will 18 Augmentable, Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage. As a free action, 
you can use your battlemind’s demand power against the 

Effect: Until the end of your next turn, whenever an enemy 
hits any ally who is adjacent to you with a melee attack, 
that enemy takes psychic damage equal to your Charisma 
modifier. 

Augment 1 

Effect: As above, but the enemy takes the damage when it 
hits or misses. 

Augment 4 

Hit: 2[W] + Constitution modifier damage, and you pull each 
enemy within 2 squares of you 1 square. As a free action, 
you can use your battlemind’s demand power against each 
enemy adjacent to you. 


Intellect Sunder Battlemind Attack 15 


Your attack devastates your foe’s mind, forcing the enemy to revert 
to its base instincts and focus its anger on you. 

Daily § Fear, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. Will 

Hit: 2[W] + Constitution modifier damage. Whenever the 
target attacks, it can use only basic attacks and must in¬ 
clude you as a target (save ends both). 

Miss: Half damage. Until the end of your next turn, whenever 
the target attacks, it can use only basic attacks and must 
include you as a target. 


Paralyzing Fear Strike Battlemind Attack 15 


You wave your weapon in an intricate pattern, channeling 
psionic energy into it as you strike. Your foe is paralyzed with 
fear as it perceives a hellish scene of torment engulfing it 

Daily § Fear, Psionic, Stance, Weapon 
Standard Action Melee weapon 

Primary Target: One creature 
Primary Attack: Constitution vs. Will 
Hit: 2[W] + Constitution modifier damage, and the primary 
target is immobilized (save ends). 

Miss: Half damage, and the primary target is immobilized until 
the end of your next turn. 

Effect: You assume the paralyzing fear stance. Until the stance 
ends, you can make the following secondary attack. 
Opportunity Action Melee 1 

Trigger: An adjacent enemy marked by you moves without 
shifting 

Secondary Target: The triggering enemy 
Secondary Attack: Constitution vs. AC 
Hit: 1 [W] + Constitution modifier damage, and the secondary 
target is immobilized until the end of your next turn. 

Level 21: 2[W] + Constitution modifier damage. 


February 2010 | DRAGON 384 














Player's Handbook 3 Debut: Battlemind 


Level 16 Utility Disciplines 


Shield of the Iron Mind Battlemind Utility 16 


You create a shield of psionic power that fortifies your allies. 

Daily § Psionic, Zone 

Minor Action Close burst 5 

Effect: The burst creates a zone that lasts until the end of the 
encounter. When you move, the zone moves with you, 
remaining centered on you. You and your allies gain a +4 
power bonus to Will and saving throws while within the 


1 Sudden Rush 

Battlemind Utility 16 1 

With a burst of psioni 
have called out. 

ic energy, you appear next to an enemy you 


Encounter H Psionic, Teleportation 
Move Action Personal 

Effect: You teleport to a square adjacent to a creature 
marked by you. 


Level 17 At-Will Disciplines 


Battle Vortex Battlemind Attack 17l 


Your attack creates a vortex that sends waves of psychic energy 
crashing over your enemies. By increasing the vortex’s inten¬ 
sity, you can move or lock down your foes. 

At-Will B Augmentable, Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage. Until the end of 
your next turn, when any enemy starts its turn within 
2 squares of you but ends its turn more than 2 squares 
away from you, that enemy takes psychic damage equal 
to your Constitution modifier. 

Augment 1 

Hit: 1 [W] + Constitution modifier damage. Until the end of 
your next turn, while the target is within 2 squares of you, 
it takes a -2 penalty to attack rolls against your allies who 
are more than 2 squares away from you. 

Augment 4 (Teleportation) 

Hit: 3[W] + Constitution modifier damage. Until the end of 
your next turn, when any enemy starts its turn within 
2 squares of you but ends its turn more than 2 squares 
away from you, you can teleport that enemy 3 squares 
as a free action, and it is immobilized until the end of its 


Step of the Pursuer _Battlemind Attack 17| 


Your attack hammers your foe, allowing you to bind it with a 
psionic link that keeps your enemy close. 


At-Will H Augmentable, Psionic, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage. If the target 
moves away from you on its next turn, you can use a free 
action to shift 3 squares to a square closer to the target 
after its move. 

Augment 1 

Hit: 1 [W] + Constitution modifier damage. You are immune 
to the slowed and immobilized conditions until the end of 

Augment 4 (Teleportation) 

Hit: 3[W] + Constitution modifier damage. If the target moves 
away from you on its next turn, you can use a free action to 
teleport to a square adjacent to the target after its move. 


Level 19 Daily Disciplines 


MMBM 


Battlemind Attack 19 


You assume perfect positioning and strike with precision to 
leave a lasting wound. While in this stance, you can deliver a 
staggering blow to any enemy that tries to move awayfromyou. 


Daily § Psionic, Stance, Weapon 
Standard Action Close burst 1 

Primary Target: Each enemy in burst 
Primary Attack: Constitution vs. AC 
Hit: 3[W] + Constitution modifier damage, and ongoing 5 
damage (save ends). 

Miss: Half damage. 

Effect: You assume the perfect storm stance. Until the stance 
ends, you can make the following secondary attack. 
Opportunity Action Melee 1 

Trigger: An adjacent enemy marked by you moves 
without shifting 

Secondary Target: The triggering enemy 
Secondary Attack: Constitution vs. AC 
Hit: 1 [W] + Constitution modifier damage, and the secondary 
target is dazed until the end of your next turn. 

Level 21: 2[W] + Constitution modifier damage. 


February 2010 | DRAGON 384 













Player's Handbook 3 Debut: Battlemind 


You shunt aside your wrath at seeing your friends attacked, focu 
ing your rage to lend exacting precision to your attacks. 

Daily 0 Psionic, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Constitution vs. AC 

Hit: 4[W] + Constitution modifier damage. 

Miss: Half damage. 

Effect: Until the end of the encounter, when the target at¬ 
tacks any ally of yours, you gain a +2 power bonus to 
attack rolls against the target until the end of your next 
turn. If you already have the bonus when the target at¬ 
tacks an ally, the bonus increases by 1. 


Level 22 Utility Disciplines 

E53HES3 

You’re an avatar of battle, taking advantage of the slightest 
flaws in your enemies’ defenses to gain supremacy over them. 

Daily ♦ Psionic 

Minor Action Personal 


Level 23 At-Will Disciplines 


Armor of Blades 


As your foe attacks your ally, you intervene to protect your friend. 

At-Will H Augmentable, Psionic, Weapon 

Immediate Interrupt Melee 1 

Trigger: An enemy adjacent to you targets one of your allies 
with a melee attack 

Target: The triggering enemy 

Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage, and the target 
attacks you instead of the ally. 

Effect: You don’t get your normal standard action on your nexl 

Augment 2 

Hit: 2[W] + Constitution modifier damage, and the target 
takes a penalty to its attack roll equal to your Charisma 
modifier. 

Augment 6 

Hit: 3[W] + Constitution modifier damage, and you slide the 
target 3 squares and shift 3 squares to a square adjacent to 
it. The target then attacks you instead of the ally. 

Effect: You get your normal standard action on your next turn. 


Level 25 Daily Disciplines 


Deadly Haste Strike 


You weave through the battlefield, darting to a new foe after each 
strike with such speed that your enemies think they face an army. 

Daily § Psionic, Stance, Weapon 

Standard Action Melee weapon 

Primary Target: One, two, three, or four creatures 

Primary Attack: Constitution vs. AC 

Hit: 3[W] + Constitution modifier damage. 

Miss: Half damage. 

Effect: Before each attack but the first, you shift your speed. 
After making all the attacks, you assume the deadly haste 
stance. Until the stance ends, you can make the following 
secondary attack. 

Opportunity Action Melee 1 

Trigger: An adjacent enemy marked by you moves 
without shifting 

Secondary Target: The triggering enemy 
Secondary Attack: Constitution vs. AC 
Hit: 2[W] + Constitution modifier damage. You shift half your 
speed and make a melee basic attack against a different 
enemy. 



Assessing your enemies’ weaknesses, you maneuver past your 
foes, positioning yourself to your best advantage. 

Encounter ♦ Psionic 
Move Action Personal 

Effect: You shift 12 squares and can move through enemies’ 
spaces during the shift. 


Standard Action Melee weapon 

Target: One creature 

Attack: Constitution vs. AC. If you weren’t adjacent to the 
target at the start of this turn, the target grants combat 
advantage to you for this attack. 

Hit: 1 [W] + Constitution modifier damage. 

Augment 2 

Hit: 2[W] + Constitution modifier damage, and you shift 3 
squares. If you use this power unaugmented on your next 
turn, you can shift 3 squares as a free action either before 
or after the attack. 

Augment 6 

Hit: 3[W] + Constitution modifier damage, and you are invis¬ 
ible to the target until the end of your next turn. 


Daily H Charm, Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. Will 

Hit: 3[W] + Constitution modifier psychic damage, and the 
target is dominated (save ends). Until this domination 
ends, you can use a free action at the start of each of the 
target’s turns to slide the target a number of squares 
equal to its speed. 

Miss: Half damage, and the target is dazed (save ends). 


y 2010 ] DRAGON 384 


















Player's Handbook 3 Debut: Battlemind 


Level 27 At-Will Disciplines 


Brilliant Recovery _Battlemind Attack n\ 


After missing your foe with an attack, you shift your grip on your 
weapon and make a quick follow-up strike. 

At-Will § Augmentable, Psionic, Weapon 
Minor Action Melee weapon 

Target: An enemy you missed with an attack during this turn 

Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage. 

Augment 2 

Attack: Constitution vs. Reflex 

Hit: 2[W] + Constitution modifier damage. 

Augment 6 

Hit: 3[W] + Constitution modifier damage. 

Miss: You regain the power points you spent to augment this 
power. 


Cage of Cowardice _Battlemind Attack 27| 


Your attack undermines your foe’s confidence in attacking anyone 

but you. Using more psionic energy you can stun the foe. 

At-Will H Augmentable, Psionic, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage, and you mark the 
target until the end of your next turn. 

Augment 2 

Hit: 2[W] + Constitution modifier damage, and you mark the 
target until the end of your next turn. 

Special: When making an opportunity attack, you can use this 
power in place of a melee basic attack. 

Augment 6 

Hit: 2[W] + Constitution modifier damage, and the target is 
stunned until the end of your next turn. 


Level 29 Daily Disciplines 


Mind-Sundering Burst Battlemind Attack 29 


You unleash a burst of psychic energy as you spin and slash with 
your weapon, sending your foes reeling. 

Daily H Psionic, Psychic, Stance, Weapon 
Standard Action Close burst 3 

Primary Target: Each creature in burst 
Primary Attack: Constitution vs. Will 
Hit: 4[W] + Constitution modifier psychic damage, and the 
primary target is dazed and immobilized (save ends both). 
Miss: Half damage, and the primary target is dazed until the 
end of your next turn. 

Effect: You assume the mind-sundering stance. Until the 
stance ends, you can make the following secondary 
attack. 

Opportunity Action Melee 1 

Trigger: An adjacent enemy marked by you moves 
without shifting 

Secondary Target: The triggering enemy 
Secondary Attack: Constitution vs. AC 
Hit: 2[W] + Constitution modifier damage. You slide the 

secondary target 3 squares to a square adjacent to you, and 
it is immobilized (save ends). 


Nova Strike Battlemind Attack 29 


You erupt into a blur of motion and launch a devastating 

Daily H Psionic, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Constitution vs. Reflex 

Hit: 7[W] + Constitution modifier damage. If you have no 
power points remaining, the damage increases by 2[W]. 
Miss: Half damage. 


PARAGON PATHS 


Steel Ego 

“This contest can end only in your defeat.” 

Prerequisite: Battlemind, mind spike power 

Confidence is why you always win. Even when you 
are faced with a setback, your resolve never wavers, 
and you’re certain you will overcome adversity no 
matter how severe. Some people mistake your confi¬ 
dence for arrogance or foolishness, but you prove the 
truth of your words time and again, showing your 
detractors your might. 

You back up your confidence with your psionic 
mastery, wrapping your soul, body, and mind in a 
barrier of willpower to deflect any attack you face, 
whether it strikes your body or mind. With this 
unwavering resolve, you can dismiss a foe’s strikes, 
standing undaunted before its best efforts to hurt 
you. And with this security, you project your person¬ 
ality onto those you fight, flooding their minds with 
the imminence of their defeat. 

Steel Ego Path Eeatur.es 

Demanding Action (11th level): When you 
spend an action point to take an extra action, you 
can use your mind spike power as a free action until 
the end of your next turn. 

Mind Smash (11th level): Whenever you deal 
damage with your mind spike power, each enemy 
adjacent to the target takes psychic damage equal to 
your Charisma modifier. 

Paragon Power Points (11th level): You gain 2 
additional power points. 


February 2010 | DRAGON 384 













Player's Handbook 3 Debut: Battlemind 


Psionic Cascade (16th level): Whenever you 
score a critical hit, you regain 1 power point. 


Steel Ego Disciplines 



Your enemy realizes its mistake in attacking when you react to its 
aggression with a swift strike. 

Encounter § Augmentable, Psionic, Weapon 
Immediate Reaction Melee 1 

Trigger: An enemy adjacent to you attacks you or your ally 
with a melee or a close attack 
Target: The triggering enemy 
Attack: Constitution vs. AC 

Hit: 2[W] + Constitution modifier damage, and you mark the 
target until the end of your next turn. 

Effect: Until the end of your next turn, the range of your mind 
spike power increases to 10, but it remains a melee power. 
In addition, you can use your mind spike power as a free 
action once before the start of your next turn. 

Augment 2 

Hit: 3[W] + Constitution modifier damage, and you mark the 
target until the end of your next turn. 



Through mental force, you will your flesh to become as hard as 
steel to foil an attack against you. 

Encounter § Psionic 
Immediate Interrupt Personal 

Trigger: You are hit by an attack that targets a defense other 
than Fortitude 

Effect: The attack instead targets your Fortitude, and you 
gain a +2 power bonus to Fortitude until the end of your 


Zephyr Blade 

“Can you stop the wind ? Can you grasp it in your hands ? 
If not, you stand no chance of stopping me.” 



Asyou attack your foe, you bring the fiTU force of your personality 
against it. The psychic assault rips through your foe’s nerves. 

Daily § Fear, Psionic, Psychic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. Fortitude 

Hit: 4[W] + Constitution modifier psychic damage, and the 
target provokes opportunity attacks whenever it makes 
melee attacks (save ends). 

Miss: Half damage, and the target provokes opportunity 

attacks whenever it makes melee attacks before the end of 

Effect: Until the end of the encounter, you can use a free 
action to slide the target 1 square whenever it is hit by an 
opportunity attack. 


Prerequisite: Battlemind 

Without formal training, you learned your tech¬ 
niques in a haphazard fashion, unlocking your 
potential with each contest, awakening new tech¬ 
niques as you blended psionic power with your 
weapon strikes. At some point during your battles, 
you began to hear a faint wailing-subtle, quiet, but 
definitely present. Now when you fight, the breeze 
whips up into a storm, lending new strength to your 
attacks. 

What you hear are psionic winds swirling around 
you. Your crude methods cause psionic power to 
bleed from you. Instead of dissipating, it swirls, 
blowing around you, unseen and unnoticed by any 
but you and the enemies who stand against you. 
When you reclaim this power, your body undergoes 
a strange transformation, becoming disjoined from 
reality for a moment or two before you snap back 
into place. 

The more you work with this loosed psionic 
power, the more ephemeral you become. You can stir 
up the power to rip through your enemies’ minds, or 
you can draw it into yourself to vanish and reappear 
where least expected. 


Zephyr Blade Path Eeatures 

Beguiling Advantage (11th level): Your melee 
attacks against dazed, slowed, or stunned enemies 
deal extra damage to them equal to your Charisma 
modifier. 


uary 2010 | DRAGON 384 



Febn 











Player's Handbook 3 Debut: Battlemind 


Paragon Power Points (11th level): You gain 2 
additional power points. 

Zephyr Action (11th level): When you spend 
an action point to take an extra action, you are 
insubstantial and phasing until the start of your next 
turn. 

Speed of the Wind (16th level): You gain a +2 
bonus to speed. In addition, the move granted by 
your speed of thought power doesn’t provoke opportu¬ 
nity attacks. 


Zephyr Blade Disciplines 


Knifing Wind Zephyr Blade 11 


As you slash your foe, you generate a psionic wind that knifes into 
your enemy’s mind. 

Encounter § Augmentable, Psionic, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Constitution vs. AC 

Hit: 1 [W] + Constitution modifier damage, and the target is 
dazed until the end of your next turn. 

Augment 2 

Hit: 2[W] + Constitution modifier damage, and the 
target is dazed until the end of your next turn. 


msEss 


You feel the bite from your enemy’s attack and let the winds howl¬ 
ing withinyou infuse your flesh and pull you to safety. 


Encounter § Psionic 

Immediate Reaction Personal 

Trigger: An enemy hits you 

Effect: You shift 1 square. Until the end of your next turn, you 
are insubstantial and phasing, and your attacks ignore the 
insubstantial quality. 


Storm Dance Strike Zephyr Blade Attack 20 


You become the screaming gale, encircling and buffeting 
your foes. 

Daily H Psionic, Stance, Teleportation, Weapon 
Standard Action Melee weapon 

Primary Target: One or two creatures 
Primary Attack: Constitution vs. AC 
Hit: 3[W] + Constitution modifier damage. 

Effect: If you attack two creatures with this power, you teleport 
5 squares between the first and the second attack. You 
assume the storm dance stance. Until the stance ends, you 
can make the following secondary attack. 

Opportunity Action Melee 1 

Trigger: An adjacent enemy marked by you moves without 
shifting 

Secondary Target: The triggering enemy 

Secondary Attack: Constitution vs. AC 
Hit: 1 [W] + Constitution modifier damage, and the second¬ 
ary target is slowed until the end of your next turn. In 
addition, you teleport 5 squares and then teleport the 
secondary target to a square adjacent to you. 

Level It: 2[W] + Constitution modifier damage. 

FEATS 


Improved Speed oe Thought 

Prerequisite: Battlemind, speed of thought power 
Benefit: When you use your speed of thought, you 
can move 2 additional squares. 

Pursuing Step 

Prerequisite: Battlemind, blurred step power 
Benefit: When you use blurred step, if you end the 
shift adjacent to the triggering enemy, that enemy 
grants combat advantage to you until the end of your 
next turn. 


Demand’s Reach 


Prerequisite: 11th level, battlemind, battlemind’s 
demand power 

Benefit: The burst of your battlemind’s demand 
increases to 5. 


Linebreaker 

Prerequisite: 11th level, battlemind, speed of 
thought power 

Benefit: When you use your speed of thought, you 
can enter an enemy’s space. Doing so ends the move¬ 
ment. You must then slide the enemy 1 square. 

Vengeance Spike 

Prerequisite: 21st level, battlemind, mind spike 
power 

Benefit: When you damage a target with your 
mind spike, you gain a +2 bonus to attack rolls against 
that target until the end of your next turn. 

About the Author 

Mike Mearls is the Lead Designer for the Dungeons & 
Dragons® roleplaying game. His recent credits include 
Player’s Handbook® 3, Hammerfast™, and Primal Power™. 


February 2010 | DRAGON 384 













Bazaar of the Bizarre 

Illustrations by Matias Tapia Legendary Figurines 


Tales abound of figurines 
that harbor greater magic that 
when called forth transforms 
the animal statuettes into 
dangerous servants whose 
power is beyond imagining. 


A Dungeons & Dragons® classic, the figurines of 
wondrous power made their return to the game in the 
Adventurer’s Vault™ accessory. From the loyal onyx dog 
to the fearsome golden lion, adventurers had at their 
disposal constant companions they could call forth 
from their diminutive statue forms to aid them in 
battle. The nine items provide an ample selection for 
heroic adventurers, but what about paragon or epic 
tier adventurers? 


The figurines presented in the Adventurer’s Vault 
are the most common devices found in the D&D® 
world, but they are by no means the only ones. Tales 
abound of figurines that harbor greater magic that 
when called forth transforms the animal statuettes 
into dangerous servants whose power is beyond imag¬ 
ining. The following figurines expand on the options 
available, extending their use further into the game 
for characters beyond the heroic tier. 


TM & © 2010 Wizards of the Coast LLC. All rights 


uary 2010 | DRAGON 384 



Febri 




Bazaar of the Bizarre.- Legendary Figurines 


Amber Monkeys 

The three monkeys in this figurine are carved from a 
single piece of amber, all stacked up in a column. The 
top monkey has its hands over its eyes, the middle 
monkey has its hands over its ears, and the bottom 
monkey has its hands over its mouth. Each monkey 
wears a leering expression that would be amusing if it 
wasn’t so sinister. 


A mad wizard driven into exile in the Feywild 
carved the first amber monkeys in his jungle strong¬ 
hold. Known for his wild simian slaves, he used them 
to wreak havoc on the enemies haunting his domain. 
Legend holds he bound the spirits of his most loyal 
servants into the figurine so that he could call upon 
them whenever he needed. 


USING FIGURINES 


When you activate a figurine, the conjured crea¬ 
ture appears in a square or squares adjacent to 
you, provided the space is large enough to contain 
the creature without squeezing it. The creature 
obeys only you, responding to commands spoken 
in any language. The creature remains for 8 hours 
or until you use a minor action to dismiss it. The 
conjured creature acts on the same initiative count 
as you. Every action it takes costs you a minor 
action (which you use to issue commands), and a 
conjured creature cannot exceed its normal allot¬ 
ment of actions (a standard, a move, and a minor 
action) during its turn. If you spend no minor 
actions on your turn to command the creature, 
it remains where it is without taking any actions 
on its turn. 

A conjured creature has hit points, defenses, and 
attacks as indicated in its statistics block. It has 
no healing surges and cannot be healed, though it 
can still benefit from temporary hit points. When 
reduced to 0 hit points or fewer, the conjured 


creature disappears, and it cannot be conjured 
again until after you take an extended rest. 

Conjured creatures lack basic attacks and there¬ 
fore cannot make opportunity attacks. 

Mount: If the conjured creature has the mount 
keyword, you can ride the creature and are con¬ 
sidered to have the Mounted Combat feat while 
mounted on it. While mounted, you can command 
the creature using a free action, though the mount 
is still limited to its normal allotment of actions. 
You can choose to be mounted on the creature 
when it appears. 


FIGURINES OF WONDROUS POWER 


1 Lvl 

Name 

Price (gp) 1 

13 

Amber Monkeys 

17,000 

14 

Emerald Frog 

21,000 

16 

Mercury Wasp 

45,000 

17 

Serpentine Owl 

65,000 

19 

Bronze Griffon 

105,000 

21 

Electrum Serpent 

225,000 

23 

Tourmaline Turtle 

425,000 

25 

Coral Dragon 

625,000 


wmmmm i 


Three amber monkeys stacked atop one another turn into 
screeching allies who await your command. 


Wondrous Item 17,000 gp 

Power (Daily ♦ Conjuration): Standard Action. Use this 

figurine to conjure three screeching monkeys (see below for 
statistics). As a free action, you can spend a healing surge 
when activating this item to give each creature temporary 
hit points equal to one-third your healing surge value. 

Power (At-Will): Standard Action. The figurine regains the use 
of its monkey’s curse power. 



Initiative as conjurer Senses Perception +9; 


low-light vision 

HP 27; Bloodied 13; see also shared life 
AC 24; Fortitude 22, Reflex 24, Will 21 
Speed 5 

j- Bite (standard; at-will) 

+16 vs. AC; 1d6 + 2 damage. 

+ Monkey's Curse (standard; encounter) 

+13 vs. Reflex; the target takes a -2 penalty to attack rolls 
and loses line of sight to any creature not adjacent to it 
until the end of your next turn. 

Monkey’s Howl (minor; at-will) 

Close burst 1; all creatures in the burst become deafened 
until the end of your next turn. 

Hopping Monkeys (move; at-will) ♦ Teleportation 
The amber monkey teleports 5 squares. 

Shared Actions 

The amber monkeys share one complement of actions 
(standard, move, and minor). When the conjurer issues a 
command, the command applies to all monkeys. So if the 
conjurer ordered the monkeys to make a bite attack, each 
monkey makes the attack. Likewise, if a conjurer ordered a 
monkey to use hopping monkeys, all the monkeys teleport. 
Shared Life 

The amber monkeys share one pool of hit points. When 
the amber monkeys drop to 18 hit points, remove one from 
play. Remove another from play at 9 hit points, and the 
last monkey disappears when they drop to 0 hit points. 
Alignment Unaligned Languages - 

Str 15 (+8) Dex 22 (+12) Wis 16 (+9) 

Con 20 (+11) Int 2 (+2) Cha 6 (+4) 


2010 I DRAGON 384 











Bronze Griffon 

The fearsome griffon statuette rears back on its hind 
legs so that it can claw the air, and its beak is open as 
if screaming. When dormant, the statuette tends to 
snag clothing and pierce skin with casual handling, 
and after a few scars and ruined cloaks, possessors 
learn to handle these items with care. 

The alchemist Boreanis crafted nine bronze grif¬ 
fons for nine eladrin lords as gifts for the esteemed 
heroes of the war between Corellon and Lolth. When 
the lords passed from life to death and from history 
to legend, the figurines scattered across the planes to 
owners less worthy than those to first use them. Many 
eladrin nobles have more than a passing interest in 
these items and would pay a fine reward for their 
recovery. 

RESK1NN1NG FIGURINES 

To a degree, the form a figurine takes is chosen 
for flavor. An ebony fly, for example, could just 
as well be an alabaster swan without having 
to change the statistics block in any way. 
When looking at the figurines, you might find 
one doesn’t match your character’s theme, 
appearance, or interests, but the mechanics do 
something you think can make the game more 
fun for you. Change the figurine’s appearance to 
become another creature, but only as long as the 
new creature could have the same capabilities. 

An onyx dog could become an onyx panther, but 
an ebony fly couldn’t become an ebony yak, since 
most yaks don’t fly. 


Bazaar of the Bizarre.- Legendary Figurines 


Bronze Griffon Level 19 


With one command, the tiny bronze statuette vanishes and is 
replaced by a fearsome bronze griffon. 

Wondrous Item 105,000 gp 

Power (Daily ♦ Conjuration): Standard Action. Use this 
figurine to conjure a ferocious griffon (see below for 
statistics). As a free action, you can spend a healing surge 
when activating this item to give the creature temporary hit 
points equal to your healing surge value. 



Initiative as conjurer Senses Perception +18 

HP 24; Bloodied 12; see also blood frenzy 

AC 30; Fortitude 30, Reflex 29, Will 28 

Speed 6, fly 10 

4 Claws (standard; at-will) 

+22 vs. AC; 2d8 + 7 damage. 

4 Aggressive Charger (while mounted by a friendly rider of 
19th level or higher) ♦ Mount 

When charging, the bronze griffon makes a claws attack in 
addition to its rider’s charge attack. 

Blood Frenzy (while it or its rider is bloodied) 

The bronze griffon gains a +2 bonus to its speed, its fly 
speed, and its attack rolls. 

Alignment Unaligned Languages - 

Str 24 (+16) Dex 23 (+15) Wis 19 (+13) 

Con 22 (+15) Int 2 (+5) Cha 6 (+7) 


Coral Dragon 

Some believe the fragile coral dragons were the first 
figurines created and that they house the spirits of 
those noble dragons who aided Bahamut and Tiamat 
in overcoming the King of Terror. Others claim the 
coral dragons are not figurines at all, but are instead 
memories of forgotten dragon gods from another 
world. Regardless of their origins, seers and diviners 
prize these relics for the wisdom they contain, while 
cruder champions see great power in the violence of 
which the figurines are capable. 



Coral dragons are unusual in that they possess 
cunning and wisdom that persists when inert. The 
dragon’s personality varies from figurine to figurine, 
but many possess great arrogance and expect their 
possessors to show them respect. A few champion 
specific causes, urging their possessors to advance 
good (or evil) in the world. 


uary 2010 | DRAGON 384 



Febri 







Bazaar of the Bizarre.- Legendary Figurines 


Coral Dragon Level 25 


An unusually large figurine, nearly afoot long, this delicate 

multicolored statuette is old. 

Wondrous Item 625,000 gp 

Power (Daily ♦ Conjuration): Standard Action. Use this 
figurine to conjure a multicolored dragon that has long 
whiskers drooping from its snout and a lithe body that coils 
and uncoils with agitation (see below for statistics). As a 
free action, you can spend a healing surge when activating 
this item to give the creature temporary hit points equal to 
your healing surge value. 

Power (Daily): Standard Action. You perform the Loremaster’s 
Bargain ritual without expending components (Player’s 
Handbook, page 308). The ritual functions as described 
except you make a History check in place of the Religion 
check, and determine your bonus to checks made during 
the skill challenge based on your History check result. 

Power (At-Will): Standard Action. The coral dragon regains the 
use of its breath weapon power. 



Initiative as conjurer Senses Perception +20; 


truesight 5 

HP 30; Bloodied 15 

AC 37; Fortitude 36, Reflex 33, Will 35 

Speed 6, fly 10, swim 6 

4 Bite (standard; at-will) 

+28 vs. AC; 2d6 + 9 damage. 

4 Raking Claws (standard; at-will) 

The dragon flies 10 squares. At any two points during this 
move it makes the following attack: +28 vs. AC; 1d10 + 9 
damage. 

V Breath Weapon (standard; encounter) 

Close blast 5; +26 vs. Fortitude; the dragon pushes the 
target 5 squares. 

Ancient Wisdom (minor 1/round; encounter) 

The dragon grants a +10 power bonus to the conjurer’s 
knowledge check or monster knowledge check made 
before the end of the conjurer’s next turn. 

Alignment Unaligned Languages Common, Draconic 

Str 28 (+21) Dex 23 (+18) Wis 26 (+20) 

Con 23 (+18) Int 18 (+16) Cha21(+17) 


Electrum Serpent 

The delicate electrum serpent frequently dangles 
from a thin chain so that it can be worn about the 
neck, but a few include pins to serve as pendants as 
well. Additionally, others might be standard 2-inch 
tall statuettes. 

The electrum serpent is a strange figurine in that it 
seems to contain two creatures in one. One command 
summons forth a fearsome snake that streaks across 
the battlefield and sinks foot-long fangs into its foes. 

A second command summons a transparent serpent 
with milk-white scales that slithers and coils around 
its master or ally to bestow new life and vigor. Neither 
serpent ever appears at the same time, though some 
legends claim the serpents would turn upon each 
other if they both did appear at once. 


Electrum Serpent Level 21 


The silvery statuette features tiny jade slivers as its eyes, a color 

it retains when you conjure the creature housed within it. 

Wondrous Item 225,000 gp 

Power (Daily ♦ Conjuration): Standard Action. Use this 

figurine to conjure either a metallic serpent or a translucent 
serpent (see below for statistics). As a free action, you can 
spend a healing surge when activating this item to give the 
creature temporary hit points equal to your healing surge 

Power (At-Will): Standard Action. The metallic electrum 
serpent regains the use of its constricting serpent power. 

Power (Encounter): Standard Action. The transparent electrum 
serpent regains the use of its soothing serpent power. 



Initiative as conjurer Senses Perception +19; 


low-light vision 

HP 26; Bloodied 13 

AC 33; Fortitude 31, Reflex 32, Will 29 
Resist insubstantial (translucent serpent only) 

Speed 6, climb 6, swim 6 
I Bite (standard; at-will) ♦ Acid, Poison 

+22 vs. Fortitude; 1d10 + 7 damage, and the target takes 
ongoing 5 acid and poison damage (save ends). 

I Constricting Serpent (standard; metallic serpent only; 
encounter) ♦ Acid 

+22 vs. Reflex; the target is grabbed (escape ends). Each 
time the target starts its turn grabbed by the electrum 
serpent, it takes 10 acid damage. 

4 Soothing Serpent (standard; translucent serpent only; 
encounter) ♦ Healing 

Targets one ally; the electrum serpent enters the target’s 
space and coils around the target creature, where it 
remains until commanded to move. As a minor action, 
while the serpent is so coiled, the conjurer can issue a 
command to allow the ally to spend a healing surge or 
make a saving throw. 

Alignment Unaligned Languages - 

Str 24 (+17) Dex 22 (+16) Wis 18 (+14) 

Con 21 (+15) Int 2 (+6) Cha 6 (+8) 


Emerald Frog 

Portraits depicting Khyaran the Profound all share 
one odd feature. In every painting, the artist included 
an inch-long emerald frog. Many at first believed the 
inclusion of the frog to be an affectation of the artist- 
Khyaran relied on the great talent of Ruobald Kent, 
whose talent with the brush exceeded all his contem¬ 
poraries. Later, most rejected the theory because the 
frog never appeared in any of Kent’s other works. The 
frog then remained a mystery until an adventuring 
group located the Profound’s tomb and recovered the 
frog, learning of its unusual magical properties. 

Since the emeraldfrog’s rediscovery, many artificers 
and alchemists have sought to reproduce its curious 


2010 | DRAGON 384 











Bazaar of the Bizarre.- Legendary Figurines 


magic to create new figurines modeled after the first. 
These copies are worthwhile, but none of them come 
close to matching the original’s power. Some say the 
frog, despite its modest size, could swallow a dragon 
whole, though the methods by which it achieved this 
are thus far beyond any artisan’s understanding. 


Emerald Frog Level 14 


The delicate emerald statuette of a tiny frog contains a smaller 
speck of darkness inside it. 

Wondrous Item 21,000 gp 

Power (Daily ♦ Conjuration): Standard Action. Use this 
figurine to conjure an innocuous emerald frog (see below 
for statistics). As a free action, you can spend a healing 
surge when activating this item to give the creature 
temporary hit points equal to your healing surge value. 


Emerald Frog 

Tiny natural animate 


Initiative as conjurer Senses Perception +10 

HP 19; Bloodied 9 

AC 25; Fortitude 25, Reflex 23, Will 22 
Speed 4 

+ Grasping Tongue (standard; at-will) 

+14 vs. Reflex; the target is immobilized until the end of 
the frog’s next turn. 

Distant Origin 

The conjurer can use the square the emerald frog occupies 
as the origin square for his or her nonweapon ranged and 
close attack powers, and the frog is not affected by such 
powers when it is used as the origin square. 

Frog Hop (move; at-will) 

The frog jumps 6 squares. 

Shared Perspective 

The conjurer can see through the emerald frog’s eyes. 
While the emerald frog has line of sight to the conjurer, 
enemies cannot gain combat advantage against the 
conjurer by flanking the conjurer. 

Hopping Escape (immediate reaction, when the frog is missed 
by a melee attack; at will) 

The emerald frog shifts 2 squares. 

Alignment Unaligned Languages - 

Str 1 (+2) Dex 24 (+14) Wis 16 (+10) 

Con 21 (+12) Int 2 (+3) Cha 6 (+5) 


Mercury Wasp 

Shifting dunes, obsidian islands, and nomadic tief¬ 
ling bands are all that remain of the once mighty 
empire obliterated by devastating magic long ago. 
Called the Sea of Dust, few dare travel the track¬ 
less wastes because terrors beyond counting exist 
here, and the area’s landscape is as dangerous as the 
fiercest monster. For all the dangers it poses, adven¬ 
turers still mount expeditions into the wastes in 
hopes of recovering the fabulous treasures believed 
to be housed in lost ruins and decimated cities. Few 
adventurers recover items, but the rare magic discov¬ 
ered is enough to draw new explorers from all over 
the world. 



The mercury wasps were uncovered from the fabled 
Forgotten City. Mages deemed the items to be figu¬ 
rines of wondrous power since they shared the same 
properties as other items, but they had one distinc¬ 
tive quality. Rather than conjure a single creature, 
the figurine summoned a swarm of thumb-size black 
wasps that seethed and hummed with unexpected 
fury. Many believe these wasps speak to the character 
of the lost peoples destroyed long ago. 




Mercury Wasp Level 16 


This curious glass figurine contains quicksilver. 

Wondrous Item 45,000 gp 

Power (Daily ♦ Conjuration): Standard Action. Use this 

figurine to conjure a swarm of stinging wasps (see below for 
statistics). As a free action, you can spend a healing surge 
when activating this item to give the creature temporary hit 
points equal to your healing surge value. 

Power (At-Will): Standard Action. The mercury wasp swarm 
regains the use of its angry swarm power. 


Mercury Wasp Swarm 

Medium natural animate (swarm) 


Initiative as conjurer Senses Perception +11; 

tremorsense 5 

Cloud of Stingers (Poison) aura 1; any creature other than the 
conjurer that starts its turn within the aura takes 5 poison 
damage. 

HP 21; Bloodied 10 

AC 27; Fortitude 25, Reflex 26, Will 24 

Resist half damage from melee and ranged attacks; 

Vulnerable 5 against close and area attacks 
Speed 1, fly 4 (hover, altitude limit 2) 
i Stinging Swarm (standard; at-will) ♦ Poison 
+17 vs. Fortitude; 2d10 poison damage. 

Angry Swarm (standard; encounter) ♦ Poison 
Close burst 1; + 17 vs. Fortitude; 2d10 poison damage, and 
the target takes a -2 penalty to attack rolls (save ends). 
Alignment Unaligned Languages - 

Str 10 (+8) Dex 23 (+14) Wis 17 (+11) 

Con 21 (+13) Int 1 (+3) Cha 1 (+3) 


February 2010 | DRAGON 384 












Bazaar of the Bizarre.- Legendary Figurines 


Serpentine Owl 

Many believe that explorers fashioned these owls to 
serve as companions and scouts for the first elves who 
traveled the world. The explorers used them to scout 
for suitable sites in which the elves could establish 
new communities beyond their native plane. Adven¬ 
turers have recovered many serpentine owls and other 
figurines from these ruins, suggesting the complete 
collection owes its existence to these earliest mages 
and mystics. 


Serpentine Owl Level 17 


This serpentine statuette can serve as a messenger, guide, or 

guardian, depending on the command you give it. 

Wondrous Item 65,000 gp 

Power (Daily ♦ Conjuration): Standard Action. Use this 
figurine to conjure a giant owl with green and brown 
feathers (see below for statistics). As a free action, you can 
spend a healing surge when activating this item to give the 
creature temporary hit points equal to your healing surge 

Power (Daily ♦ Conjuration): Standard Action. Use this 
figurine to conjure a Tiny owl that behaves as if you had 
performed the Animal Messenger ritual (Player’s Handbook, 
page 300) or the Animal Friendship ritual (Player’s 
Handbook 2, page 212) chosen at the time when you use 
this power. You do not expend components for these 
rituals. When you next take an extended rest or when the 
effect of either ritual ends, the serpentine owl returns to 
you in its normal statuette form. 

Power (At-Will): Standard Action. The serpentine owl regains 
the use of its swooping claws power. 



Initiative as conjurer Senses Perception +20; 


darkvision 

HP 22; Bloodied 11 

AC 28; Fortitude 26, Reflex 27, Will 28 
Speed 4, fly 8 
+ Claws (standard; at-will) 

+20 vs. AC; 2d6 + 5 damage. 

4 Swooping Claws (standard; encounter) 

The serpentine owl flies 8 squares and makes a claws 
attack at any one point during its movement. The owl does 
not provoke opportunity attacks from the target of this 
attack when moving. If the serpentine owl hits a Medium or 
smaller target with this attack, the target falls prone. 
Combat Advantage 

The owl’s claws attack deals 1d6 extra damage against any 
target granting combat advantage to it. 

Owl’s Boon 

The conjurer gains darkvision as long as it remains within S 
squares of the serpentine owl. 

Alignment Unaligned Languages telepathy 10 

Skills Stealth+19 

Str 21 (+13) Dex 23 (+14) Wis24(+15) 

Con 16 (+11) Int 4 (+5) Cha10(+8) 


Tourmaline Turtle 


Among the most powerful figurines is the coveted 
tourmaline turtle. The figurine is not so much prized 
for its considerable power in battle, but for the utility 
it offers to its conjurer. The turtle, when called forth 
from the small carving, is enormous, with a mighty 
structure on its back offering shelter and comfort to 
those permitted entry. Furthermore, the device also 
functions as a vehicle, allowing passengers to cross 
the planes with but a single command. 


Tourmaline Turtle Level 23 


On your command, the carving swells in size to become a 
mighty turtle that can carry you wherever you wish to travel. 
Wondrous Item 425,000 gp 

Property: While conjured, the tourmaline turtle is considered 
a navigation focus for the Plane Shift ritual (Manual of 
the Planes , page 150). When traveling to other planes 
using that ritual, the tourmaline turtle must move from 
one large body of water (or other liquid) to another. After 
transporting, the tourmaline turtle disappears and it cannot 
be conjured again until after the conjurer takes an extended 


Power (Daily ♦ Conjuration): Standard Action. Use this 

figurine to conjure a massive turtle capable of carrying you 
and your allies on its back (see below for statistics). There 
must be a body of water adjacent to you in which the turtle 
can appear; otherwise you cannot use this power. As a free 
action, you can spend a healing surge when activating this 
item to give the creature temporary hit points equal to your 
healing surge value. 


2010 | DRAGON 384 







Bazaar of the Bizarre.- Legendary Figurines 



Initiative as conjurer Senses Perception +17 


Airy Water aura 5; allies within the aura can breathe normally 
and speak normally while underwater. 

HP 28; Bloodied 14 

AC 34; Fortitude 35, Reflex 30, Will 32 
Speed 1, swim 4 
+ Bite (standard; at-will) 

Reach 2; +26 vs. AC; 2d8 + 9 damage. 

Multiple Riders 

The tourmaline turtle can carry up to twelve Medium or 
Small characters weighing no more than 14,400 pounds. 

If more than 14,400 pounds are placed on it, the turtle 
disappears and cannot be conjured again until after the 
conjurer takes an extended rest. 


Tourmaline Shell ♦ Mount 


Creatures riding the tourmaline turtle t 
environmental effects. 

ire protected from 

Alignment Unaligned Languages 

- 

Str 28 (+20) Dex 21 (+16) 

Wis 23 (+17) 

Con 26 (+19) Int 2 (+7) 

Cha 6 (+9) 


About the Author 

Robert J. Schwalb is an award-winning game designer 
whose more recent work can be found in the Player’s Hand¬ 
book 3®, Martial Power 2 , and Draconomicon 2: Metallic 
Dragons. Robert would like to thank Teeuwynn Woodruff 
and Tim Beach for the inspiration and ideas drawn from their 
Bazaar of the Bizarre article in Dragon® #196. 


February 2010 | DRAGON 384 









“The ignorant believe that we bargain for power. 
Some even think we sell our souls for it. 
They say we serve mysterious masters. 
The truth-the truth that they fear-is that when 
you master yourself you have no masters.” 

-Dav Regis, 

instructor at the Vermillion Academy 


Warlock 


By Matthew Sernett 

Illustrations by William O'Connor and Tyler Walpole 



TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


February 2010 | DRAGON 



Warlock Basics 


Power flows from many sources. For those who study 
dusty tomes or seek out wrinkled sages, knowledge 
is power. For those willing to beg upon bended knee, 
power is a reward. Warlocks walk a straighter path: 
Power comes from those who possess it, and if you 
want that power, take it from them. 

Warlocks receive their arcane abilities through a 
bargain or ritual. A link with supernatural forces gives 
each warlock the ability to siphon the power of distant 
beings. Whether these entities know how the warlock 
uses their might or if they are somehow weakened or 
harmed by it matters little. A deal is a deal. 

THE BASICS 


“A warlock’s magic is not for the weak of will or weak of 
heart. You must have the courage of the thief to take the 
power and the fortitude of the warrior to keep it. Lack 
either, andyou might have to keep the promises you make.” 

-Raigen Zul, tiefling hexer 

A warlock occupies the striker role, so one typi¬ 
cally works best when the character is causing a 
lot of damage from range and staying out of melee. 
However, much of the warlock’s increased-damage 
potential stems from judicious use of Warlock’s 
Curse. This ability relies upon the warlock target¬ 
ing the nearest enemy. It works out fine in the fight 
against the solo monster, but when facing multiple 
foes, it can be very useful to have powers and magic 
items that provide for mobility so that you can posi¬ 
tion yourself to attack the foe you want instead of 
whatever foe happens to advance upon your position. 


A warlock can also help the party by providing 
some elements of control that typically affect a single 
target. Look for powers that slow, daze, immobilize, 
restrain, or stun since these can help you limit the 
movement of enemies and keep them the nearest 
target or allowing your allies to maneuver and gain 
tactical advantage. 

Eldritch Blast 

Unlike most other classes, a warlock is assigned 
one at-will power at first level, and the other is 
determined by the warlock’s Eldritch Pact. Fortu¬ 
nately, the assigned power is eldritch blast. This 
ranged power delivers high damage, has a decent 
range, and acts as a basic attack. You can choose 
at character creation whether to use Charisma or 
Constitution with the power, but that choice should 
depend on which Eldritch Pact you’ve chosen since 
the powers associated with each pact often favor 
one ability or the other. 

Eldritch Pact 

Warlocks take their powers from otherworldly enti¬ 
ties through a pact that binds the entities’ power to 
them. Your choice of pact reveals something impor¬ 
tant about who your character is, but it also affects 
your character-building choices. 


“Few think of the power of those in the Feywild, but just as 
its mountains rise higher and forests fold darker, so too are 
its kings greater and their magic more wondrous.” 

-Riddle Warryn, 
gnome footman to the Prince of Frost 


Your highest ability score should be Charisma, but 
many of your best power options also benefit from 
a high Intelligence. Avoid a high Constitution and 
powers that use Constitution as their basis. The 
Misty Step pact boon you gain from this pact allows 
you to teleport, and if you use it to travel 3 squares 
you’ll also be benefiting from concealment due to 
Shadow Walk. 

Feats: Improved Misty Step (Player’s Handbook) 


Infernal Pact 

“I’ve made my promises to the infernal powers, and they’ve 
taken all they can from me. Now it’s my turn to use them. 
Hell hath no fury I fear.” 

-Sancha, tiefling lost soul 

Your highest ability score should be Constitution fol¬ 
lowed closely by Intelligence. Avoid powers that rely 
on Charisma. Since many infernal pact powers deal 
fire damage, look for ways to change the damage type 
of a power or add a damage type. Arcane Admixture 
from Arcane Power is an obvious choice at paragon 
level. 

Feats: Improved Dark One’s Blessing ( Player’s 
Handbook) 


uary 2010 | DRAGON 384 



Felon 







Warlock Basics 


Star Pact 

“Have you seen the stars tonight? Didyou see them dancing? 
Can you hear the dreams they whisper when you sleep?” 

-Rillia, half-elf student of Caiphon 

The special benefits you gain from the star pact 
often rely upon Intelligence, but the ability score you 
use to attack might be Constitution or Charisma. 
Instead of trying to keep three ability scores high, 
you might want to pick one path or another based 
upon if you prefer the Constitution- or Charisma- 
based powers. 

Your Fate of the Void pact boon gets really good 
when multiple foes you curse die in the same round. 
Keep this in mind when fighting minions. You can 
curse minions that other characters kill so that your 
attacks against the main enemy are more likely to hit. 
Feats: Improved Fate of the Void ( Player’s Handbook) 


Dark Pact 

“We keep our darkest secrets close to our hearts. So too is it 
with the world. The shadows you find in the Underdark are 
deeper than all others and hide the greatest mysteries.” 

-Tezzym Veladorn, drow darkwalker 

The Forgotten Realms Player’s Guide provides the 
option of the Dark Pact, a pact with beings that dwell 
in the shadows of the Underdark. Charisma and 
Intelligence should be your highest ability scores. The 
Darkspiral Aura pact boon you gain from this pact is 
complicated but potent. Curse and kill a lot of min¬ 
ions to rack up a high Darkspiral Aura total, but don’t 
wait too long before using the ability. Even a short rest 
wipes out the total, so fire away! 

Feats: Demonweb Spiral, Improved Darkspiral 
Aura (both from the Forgotten Realms Player’s Guide) 


YOUR ELDRITCH PACT 


How did you come by your mysterious powers? Did 
you embark upon this path in full knowledge of its 
dangers, was your pact something of joke that sud¬ 
denly became serious, or were you forced to swear 
to the pact for some reason? Below are some ideas 
for how a warlock might have discovered each type 
of pact. Pick one for your history or allow one to 
inspire your own idea. 

Fey Pact 

♦ As a child you were kidnapped by fey, brought 
to the Feywild, and replaced by a changeling. 
You stole some of the power of the fey when 
you escaped. 

♦ You engaged in an ill-fated romance with a 
member of the Court of Stars. Your pact is a 
memento. 

♦ A sibling was stolen away by fey, and your pact 
secured your sibling’s return. 


Star Pact 

♦ You did not seek this power. The stars called 
out to you and bid you take it. They speak with 
you still. 

♦ You were born under a strange star and bear 
birthmarks of important constellations. 

♦ In dreams you can hardly remember, you spoke 
to unfathomable beings of great power and 
made promises you have now forgotten. 

Dark Pact 

♦ You were enslaved by drow and made a pact 
with dark beings to escape your captors. 

♦ You were trained by a drow outcast and became 
an outcast yourself for associating with the 
dark elf. 

♦ Your father was an adventurer driven mad by the 
horrors of the Underdark, but from his ramblings 
you learned something of the ways of magic. 


Infernal Pact 

4 - You made a deal with a devil—simple as that. 

♦ You interrupted the ritual of a devil cult and 
had the powers of the ritual transmitted to you 
rather than the intended target. 

♦ You were born with a connection to the Hells, 
and it has caused you woe since you were born. 


Vestige Pact 

♦ Your people respect the ancient ways and vener¬ 
ate the vestiges. 

♦ You are a descendant of King Elidyr and might 
have ruled an empire had Nerath not fallen to 
the gnolls. Now the king speaks to you in the 
hopes you will return Nerath to glory. 

♦ It was an accident. You read aloud from a 
strange old book you stole and suddenly spirits 
were with you. 


February 2010 | DRAGON 384 







Warlock Basics 



Vestige Pact 

“I call upon you Khaeleth. Give to me that which you 
granted to the kings of old, and I shall makeyour name live 
in the memory of the world again.” 

-Argonek , human warlock 

Arcane Power offers the Vestige Pact, a pact made with 
forgotten spirits of the world. Constitution should 
be your highest score, with Intelligence being high 
as well. You gain different benefits from the pact 
depending on which vestige aids you at the moment. 
This looks complex but in practice it’s simple. Many 
powers grant you an extra benefit regardless of the 
vestige you choose, and, when you use a daily power, 
you can choose to change the Pact Boon from which 
you benefit. Remember to take a look at the Pact 
Boon in such daily powers and decide if the switch 
makes sense during the combat. 

Feats: Vestige Adept, Vestige Mastery, Vestige 
Versatility (all from Arcane Power) 

Prime Shot 

Your +1 to hit from Prime Shot applies only to ranged 
attacks, so don’t worry about it when making a close, 
area, or melee attack. Using this ability often puts you 
at risk, so you need to be careful if you seek its bene¬ 
fit. If you’re the nearest person to your foe and using a 
ranged attack, it’s a good bet that your enemy is going 
to be in melee with you soon. 

Feats: Dragon Magazine Annual 2009 offers the 
useful Called Shot feat for paragon-level characters. 
This provides a +5 damage bonus whenever you hit a 
target of Prime Shot! 


Shadow Walk 


Shadow Walk is a nifty ability that grants you a little 
extra defense thanks to concealment. You don’t gain 
total concealment from the power so you can’t hide 
in it, but the -2 penalty to attack rolls against you 
means it’s something you should keep in mind each 
turn. You don’t have to move—especially if you’re not 
in danger of being attacked-but you might find that 
moving after you attack allows you to curse another 
foe, and as long as you’ve already moved, you might as 
well gain the benefit. 

Feats: Arcane Power provides the useful Empow¬ 
ering Shadows feat, which provides a +1 bonus to 
damage rolls when you benefit from concealment due 
to Shadow Walk. Although not overwhelming, the 
bonus to damage rolls has no type and can stack with 
bonuses to damage rolls you gain from other sources. 
At epic level, Ephemeral Stride from Arcane Power 
allows you to move through enemy squares without 
provoking opportunity attacks while benefiting from 
Shadow Walk. This could be a useful ability, but 
hopefully you’re teleporting around the battlefield by 
that level. If you need it, you’ll know. 


Warlock’s Curse 

Warlock’s Curse is the meat and potatoes of your 
striker damage output. Unfortunately, to put a curse 
on a foe, that enemy needs to be the nearest one 
to you. Once it’s on, the curse works for the rest of 
the encounter regardless of where the enemy goes, 
but it can be tough do your part when the enemy is 
screened by a bunch of minions or other dangers 
stand between you and the best target of your attacks. 

Look for ways to teleport and otherwise move 
swiftly around the battlefield so that you can curse 


uary 2010 | DRAGON 384 



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Warlock Basics 


whomever you want. If you don’t have access to that 
kind of mobility, consider moving around the battle¬ 
field so that you can curse multiple foes but maintain 
attacks against a single enemy. You might attack your 
chosen foe, move so that another foe is nearest and 
curse it, and then move back to attack your chosen 
enemy on the following round. This way you’re gain¬ 
ing the benefit of Warlock’s Curse and Shadow Walk, 
and when that chosen foe falls, you receive the ben¬ 
efit of your pact boon and your new target is already 
cursed. 

Feats: Arcane Power presents several good options. 
If you’re a human warlock, consider Reckless Curse 
at heroic level. Its bonus to attack rolls stacks with 
Prime Shot, and hopefully your target is more likely 
to attack the defender than you. At paragon tier, 
Twofold Curse presents the best option, allowing 
you to curse the two nearest enemies with a minor 
action-an ability that can save you a lot of tactical 
maneuvering on the battlefield. At epic level, you can 
take Warding Curse, which provides a +2 bonus to 
all defenses when a creature you cursed attacks you. 
Also, consider the feats in this article. 


WARLOCK BUILDS 

You can differentiate your warlock with your choice 
of pact and powers, and they should determine your 
highest ability score as described above. Each pact 
thus ends up being a build of its own to some degree, 
but warlocks largely function in the same way: You 
want to stay at range and control which enemy is 
nearest to you. 

A number of warlock powers have a close range of 
a few squares, but those should be occasional choices 
to deal with foes who move too close. Building your 
character to stand within 2 squares of melee and use 
close powers means that you’ll likely fail to benefit 
both from Prime Shot and Shadow Walk. You’ll end 
up devoting a lot of character resources, such as feats 
and magic items, to make your tactical choice feasible 
rather than powerful. 

Power Selection 

Choose powers that provide you with an extra benefit 
due to your Eldritch Pact. There might be some levels 
where a better option exists for your character, but 
for the most part, the pact benefit on a spell provides 
a straight power boost over other powers of the same 
level. 

Although the Player’s Handbook lists the pact asso¬ 
ciated with a spell, it does not limit who can take that 
spell by Eldritch Pact; later sources don’t bother list¬ 
ing the pact for that reason. 


RACE AND PACT 


Races that provide bonuses to Charisma, Constitu¬ 
tion, or Intelligence work best, and the ability scores 
that benefit from a racial bonus determine which 
Eldritch Pact will utilize the ability scores the most. 
The table below outlines which choices are best 
for each player character race, taking into account 
both ability score bonuses and other racial abilities. 
Races without relevant bonuses to abilities and no 
beneficial racial traits are denoted with “None.” 
Some others bear special mention due to their 
unique suitability. 

Changeling: Changelings gain a +2 to Charisma 
and can choose to gain a +2 to Intelligence. This 
makes them well-suited to the dark, fey, and star 
pacts. Given their racial bonus to Bluff checks, being 
trained in Bluff and taking the beguiling tongue power 
from Player’s Handbook makes for a fun choice. 

Githyanki: Githyanki make excellent warlocks, 
but the Lich Queen has outlawed all such ties to other 
powers unless by her express permission. Warlocks 
with star pacts are the most closely watched. The lich 
queen suspects a Far Realm connection in star pacts, 
but she uses such warlocks against aberrant beings 
such as mind flayers for the time being. 

Gnome: Gnomes readily become warlocks, and 
many adopt the fey pact. Thanks to Shadow Walk and 
the Reactive Stealth racial ability, you could conceiv¬ 
ably start many combats with concealment and be 
hidden until at least the end of your first turn. Unfor¬ 
tunately, warlocks can’t choose training in Stealth 
as a starting skill. Consider the Shadow Initiate feat 
from Dragon #379; it gives you training in Stealth and 
access to the assassin’s shroud power. 


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Race 


Half-Elf: A half-elf can be a strong warlock using 
any pact, but the at-will power you take from another 
class might influence your choice. Given that the war- 
lock is one of the only classes that uses Constitution 
for attack rolls with at-will powers, you might want to 
make Charisma your highest ability score and choose 
the dark, fey, or star pact. Then you should look at the 
bard and sorcerer for your extra at-will power since 
those classes use Charisma to attack. 

Hobgoblin: Like the half-elf, a hobgoblin war- 
lock can work well as a warlock with any pact. The 
infernal pact is most common among the militaristic 
goblinoids as they take inspiration from the legendary 
discipline of the legions of Hell. You might consider 
taking the star pact and attempting to keep two abil¬ 
ity scores equally high. This would allow you to use 
all the star pact powers with equal ability. 

Tiefling: Tieflings make excellent warlocks but 
an odd dissonance exists between their racial abilities 
and the pact that makes the most sense for a tiefling 
character: Tieflings gain a bonus to Charisma and 
Intelligence, but the powers that benefit from the 
infernal pact use Constitution. Ifyou play a tiefling 
with an infernal pact, take the Hellfire Blood feat and 
consider the feats in the upcoming Player’s Handbook 
Races: Tieflings for more advantageous feats. 


Bladeling 

Bugbear 

Bullywug 

Changeling 

Deva 

Doppelganger 

Dragonborn 

Duergar 

Dwarf 

Eladrin 

Elf 

Genasi 

Githyanki 

Githzerai 

Gnoll 

Gnome 

Goblin 

Goliath 

Half-elf 

Half-ore 

Halfling 

Hobgoblin 

Human 

Kalashtar 

Kenku 

Kobold 

Minotaur 

Ore 

Revenant 

Shadar-kai 

Longtooth shifter 
Razorclaw shifter 

Tiefling 

Warforged 

Wilden 


Warlock Basics 


Pacts 


Infernal, Star, Vestige 
Dark, Fey, Star 
Any 

Dark, Fey, Star 
Dark, Fey, Star 
Dark, Fey, Star 
Infernal, Star, Vestige 
Infernal, Star, Vestige 



Infernal, Star, Vestige 
None 


Infernal, Star, Vestige 
Dark, Fey, Star 
Dark, Fey, Star 
Infernal, Star, Vestige 

None 

Dark, Fey, Star 
Infernal, Star, Vestige 
Any 

Dark, Fey, Star 
Infernal, Star, Vestige 
Infernal, Star, Vestige 
Infernal, Star, Vestige 
Infernal, Star, Vestige 

None 

Dark, Fey, Star 
Infernal, Star, Vestige 
Infernal, Star, Vestige 


HEROIC TIER FEATS 


Any feat in this section is available to a character of 
any level who meets the prerequisites. 


Bloodied Boon 

Prerequisite: Warlock, Eldritch Pact class fea¬ 
ture, Warlock’s Curse class feature 

Benefit: You can choose to gain your pact boon 
when an enemy you curse is first bloodied. Ifyou do 
so, you remove your curse from that enemy. 


Brutal Curse 

Prerequisite: Warlock, Warlock’s Curse class 
feature 

Benefit: When you roll your Warlock’s Curse 
damage, reroll any die that displays a 1 until you have 
a result of 2 or higher. 


Curse oe Displacement 

Prerequisite: Warlock, Warlock’s Curse class 
feature 

Benefit: When you score a critical hit against the 
target of your Warlock’s Curse, you teleport the target 
3 squares as a free action. 


Cursed Shot 

Prerequisite: Warlock, Prime Shot class feature, 
Warlock’s Curse class feature 

Benefit: When determining who is nearest for 
the purposes of the Prime Shot class feature, you 
ignore all allies adjacent to you, as well as allies who 
are helpless, stunned, dominated, unconscious, or 
petrified. 


uary 2010 | DRAGON 384 



Febn 






















Warlock Basics 


Exultant Shadow Step 

Prerequisite: Warlock, Warlock’s Curse class 
feature 

Benefits: When you score a critical hit against 
the target of your Warlock’s Curse, you can teleport 4 
squares as a free action. 

Killing Curse 

Prerequisite: Warlock, Warlock’s Curse class 
feature 

Benefit: The extra damage dice from your War¬ 
lock’s Curse class feature increase from d6s to d8s. 

Primed Curse 

Prerequisite: Warlock, Prime Shot class feature, 
Warlock’s Curse class feature 

Benefit: The bonus to attack rolls granted hy 
Prime Shot increases to +2 if the target is also cursed 
by you. 

Prolonged Curse 

Prerequisite: Warlock, Warlock’s Curse class 
feature 

Benefit: When you hit a target with a warlock 
attack that deals ongoing damage, increase the 
ongoing damage by 1 point per Warlock’s Curse die 
you roll. 

Warlock’s Sight 

Prerequisite: Warlock, Warlock’s Curse class 
feature 

Benefit: You don’t take the normal -2 penalty to 
attack rolls if your target has cover or concealment as 
long as your target is cursed by you. 


Helleire Hex 


PARAGON TIER FEATS 

Feats in this section are available to any characters of 
11th level and above who meet the prerequisites. 

Curse oe the Blind Stars 

Prerequisite: 11th level, warlock, Warlock’s 
Curse class feature 

Benefit: When you hit a cursed foe with an 
encounter or daily warlock attack that causes radi¬ 
ant damage, you can forgo dealing Warlock’s Curse 
damage to instead cause the target to become blinded 
until the end of your next turn. 

Fey Revel Glamor 

Prerequisite: 11th level, warlock, Warlock’s 
Curse class feature, fey pact 

Benefit: Whenever you deal Warlock’s Curse 
damage to a target and do so with a warlock daily 
attack power, the target is slowed (save ends). If the 
power already subjects the target to a slowing effect 
that a save can end, the target is instead immobilized 

Hell’s Chosen 

Prerequisite: 11th level, warlock, multiclass 
divine class, infernal pact, eldritch blast 

Benefit: Whenever you would deal Warlock’s 
Curse damage against an enemy, you can choose to 
treat that damage as fire damage. In addition, you can 
have your eldritch blast deal fire damage. 


Prerequisite: 11th level, warlock, Warlock’s 
Curse class feature, infernal pact 

Benefit: Whenever you deal Warlock’s Curse 
damage to a target with a warlock daily attack power, 
the target takes ongoing 5 fire damage (save ends). If 
the power already deals ongoing fire damage, instead 
increase that ongoing damage by 5. 

Protective Hex 

Prerequisite: 11th level, warlock, Warlock’s 
Curse class feature 

Benefit: When you hit an enemy you have cursed 
with an attack, that enemy takes a -2 penalty to close 
and melee attacks against your allies until the end of 
your next turn. 

Sibling to the Stars 

Prerequisite: 11th level, warlock, multiclass 
divine class, star pact, eldritch blast 

Benefit: Whenever you would deal Warlock’s 
Curse damage against an enemy, you can choose to 
treat that damage as radiant damage. In addition, you 
can have your eldritch blast deal radiant damage. 


Prerequisite: 11th level, warlock, Warlock’s 
Curse class feature, star pact 

Benefit: Whenever you deal Warlock’s Curse 
damage to a target and do so with a warlock daily 
attack power, the target is dazed (save ends). If the 
power already subjects the target to a dazing effect 
that a save can end, the target is instead dazed and 
takes ongoing 5 psychic damage (save ends both). 


Veil oe Waking Dreams 


February 2010 | DRAGON 384 








EPIC TIER FEATS 

Any feat in this section is available to a character of 
21st level who meets the prerequisites. 

Critical Curse 

Prerequisite: 21st level, warlock, Warlock’s Curse 
class feature 

Benefit: If you score a critical hit with a warlock 
power, you can apply your Warlock’s Curse damage 
if you have it available, even if the target is not cursed 
by you. 

Contagious Curse 

Prerequisite: 21st level, warlock, Warlock’s Curse 
class feature 

Benefit: When an enemy cursed by you drops to 
0 hit points, you can curse all enemies adjacent to the 
target as a free action. 

Cursed Spells 

Prerequisite: 21st level, warlock, Warlock’s Curse 
class feature 

Benefit: You add your Intelligence modifier to the 
extra damage dealt by your Warlock’s Curse. 

Inevitable Doom 

Prerequisite: 21st level, warlock, Warlock’s Curse 
class feature 

Benefit: If you miss a cursed enemy with an attack 
and deal no damage to it, you gain a +ld6 bonus to 
your next damage roll against it made before the end 
of the encounter. Each time you miss the target with 
the attack, increase the damage bonus by ld6. 


Mind-Numbing Curse 

Prerequisite: 21st level, warlock, Warlock’s Curse 
class feature 

Benefit: When you hit a cursed foe with an 
encounter or daily warlock attack that causes psy¬ 
chic damage, you can forgo dealing Warlock’s Curse 
damage to instead cause the target to become dazed 
until the end of your next turn. 

About the Author 

Matthew Sernett is a writer and game designer for Wizards of 
the Coast who splits his time between Dungeons & Dragons® 
and Magic: The Gathering®. Recent credits include Player’s 
Handbook® Races: Tieflings, The Plane Above™: Secrets of the Astral 
Sea, and Magic the Gathering: Zendikar™. When he’s not making 
monsters or building worlds, he’s watching bad fantasy movies 
you don’t realize exist and shouldn’t bother to learn about. 








To Walk on 
Unseen Paths 

By Ari Marmell 

Illustration by Tyler Jacobson 


The depths of the darkened woods, the rock faces of 
the jagged hills, and the foul reaches of the stagnant 
swamps are all as frightening, as mysterious, and 
as foreign to the average commoner as if they truly 
were alien worlds. And, in some instances, they 
are. Warnings to remain clear of toadstool rings, to 
shun strange lights in the forest, and to avoid killing 
certain sorts of birds in flight are more than rural 
superstition. In some regions, at least, they represent 
dangers as real as the weather or the predators of the 
wild, because here the influence of the Feywild seeps 
into the natural world. Where the trees grow thickest 
and the waters run deep, the realm of the fey casts its 
shadows into the realm of mortals, because nature 
becomes a doorway between them. 

And those who were born nearby-those who walk 
these unseen paths and those who learn the ways of 
the natural world beneath the Feywild’s influence- 
are subtly different from others of their ilk. 


uary 2010 | DRAGON 384 



Febri 




To Walk on Unseen Paths 


THE UNSEEN PATH 

In many parts of the world, the overlap between the 
middle realm and the Feywild is blatantly obvious. 
Terrain and scenery change abruptly, fey creatures 
are common, magic looks peculiar, and one can easily 
and clearly step from one reality to another. But not all 
places where the walls are weak between the mortal 
and fey worlds are nearly so obvious; perhaps even 
most of them are not. Twisting backwoods trails wind 
through the mists between planes, subjecting travelers 
to the influence of both worlds. Arches of branches 
and standing stones mark hidden doorways, and 
groves exist more fully in the mortal world, or more 
fully in the Feywild, based on season or time of day. 

Sages call this sort of phenomenon “planar bleed.” 
But among those who hunt and trap and adventure 
within such regions, they are often known as the 
Unseen Path. 

Rangers who walk the Unseen Path are a peculiar 
sort. They’re not magic-users any more than other 
rangers are such, but something of the fey is about 
them, and they have a bond with the natural world 
that other rangers do not share. They frequently 
appear to see or hear what others do not, and they 
gaze at the world through faintly alien eyes. A few 
such rangers hail from the Feywild, but most are 
humans or other natural world humanoids who were 
born, or who learned the ways of the wild, within one 
of these fey-touched realms. Their exploits border 
on the supernatural, touching the very edges of fey 
magic without ever crossing over. 

Those who walk the Unseen Path do not form an 
organization or an order in any formal sense. Rather, 
the environment has affected these individuals in the 
same way, and they share similar beliefs and attitudes 


toward nature, the Feywild, and the horrors of the 
world. They often recognize one another on sight, and 
when they band together, they do so more by instinct 
than by intent. They follow similar philosophies and 
they respect the same forebears-but never officially 
and never by design. They gather due to intuition and 
mutual interest, much like the predators with whom 
they share their woods, their valleys, and their fields. 

Goals: The Unseen Path seeks harmony between 
the Feywild and the natural world. They work to pro¬ 
tect those people who five near these areas of planar 
bleed from the dangers of the other plane—be it the 
Feywild encroaching on the world, or vice-versa— 
and to protect the wilds of both worlds from outside 
threats, such as aberrants, demons, and twisted fey. 
They are not innately opposed to the growth of civi¬ 
lization or reasonable exploitation of nature, but they 
do attempt to guide civilized peoples into adapting to 
the natural environment, rather than razing it. 

Walkers of the Unseen Path often possess addi¬ 
tional, instinctive goals that they do not entirely 
understand. They might hunt certain types of crea¬ 
tures, violently protect a particular region, or feel the 
need to either help or hinder travelers based on how 
well the travelers follow local tradition and supersti¬ 
tion. In other words, they behave very much like a 
region’s fey, albeit filtered through the perceptions 
and the ethics of their own race, culture, and desires. 

Size: It’s difficult to say how big the Unseen 
Path might be, because it consists of dozens-if not 
hundreds-of smaller groups. Each group is bound 
together by an instinctive philosophy and frequently 
remains unaware that any other groups just like them 
exist. Any area of planar bleed with the Feywild, 
should it finger long enough, results in a few locals 
following the Unseen Path. So while any given gath¬ 


ering of the Unseen Path is small—anywhere from a 
lone individual to roughly a dozen—if all the various 
“pockets” of the Unseen Path were to gather in one 
location, there might well be hundreds of Walkers. 

Alignment: The bulk of Walkers on the Unseen 
Path are unaligned, though good-aligned members 
make up a significant minority. Walkers of other 
alignments do exist, but they are of a wilder, more 
unpredictable sort. These latter Walkers are less 
prone to aid and protect others, and they favor stak¬ 
ing out a territory of planar bleed to prevent anyone 
else from entering. 

Philosophy: “Where the wilds of the world meet 
the borders of the Feywild, there and only there is 
nature most pure. Neither world is entirely whole 
unto itself.” 

Leadership: The Unseen Path has no true lead¬ 
ers, since it’s not an organization in any formal sense. 
However, several Walkers have come before-men 
and women whose actions and equilibrium with the 
natural world make them worthy of respect and emu¬ 
lation. Perhaps two of the most renowned are Arkevia 
Greenleaf (female human druid/ranger hybrid), said 
to be descended from one of the greatest adventurers 
of recorded history; and Oreph Calhad (male half-elf 
ranger), who was born human until he reached such 
unity with the Feywild—while still maintaining his 
humanity—that he literally took on a partial fey aspect. 

Membership Requirements: The Unseen Path 
has no formal requirements, and nobody “joins” 
it. Sometimes, rangers and other wilderness-based 
characters who hail from, or dwell within, these areas 
of Feywild influence develop a certain set of beliefs 
and attitudes, making them “members” by defini¬ 
tion. It shows in their eyes and their demeanor, and 
others who share those beliefs can recognize another 


* 


uary 2010 | DRAGON 384 



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To Walk on Unseen Paths 




“Walker” with a simple Insight check (DC equal to 
the observed Walker’s Bluff if he or she is trying to 
hide an affinity for some reason; otherwise, equal to 
the low standard DC for a skill check of a level equal 
to the observed Walker). 

Enemies: Most of the Unseen Path’s enemies are 
obvious: any creatures or organizations that threaten 
the inhabitants of these fey-touched areas and other 
regions of the wild. For some Walkers, this extends 
to otherworldly creatures that threaten the mortal 
realm in general, such as aberrants or demons. But 
for the non-evil, less territorial Walkers, enemies also 
include fey who indiscriminately slaughter or torment 
mortals, and mortals who exploit these areas beyond 
their capacity to support sustainable life. 

Rivals: Many primal organizations (druidic 
circles, shamanic tribes, and the like) are allies of, or 
at least sympathetic to, the Unseen Path, but a great 
many others think ill of these rangers. Although 
these organizations share a reverence for nature, the 
Unseen Path believes both the mortal realm and the 
Feywild contribute to nature’s purity, while the others 
worship (or at least revere) primal spirits specific 
to the natural world alone. These groups rarely act 
actively hostile to the Unseen Path, though they also 
do not aid them in their endeavors unless they share 
an immediate mutual threat. 



Unseen Path Lore 
(History or Nature DC 14) 

On occasion, some rangers (and, in rare cases, other 
wilderness-focused characters) who were born or 
who operate in areas of subtle Feywild influence are 
affected by those phenomena in strange ways. They 
take on subtle fey traits-of behavior, if not physical- 
ity-and develop shared beliefs about the sanctity 



of the natural world, believing that nature’s purest 
form exists where the Feywild and the world merge. 
Most see themselves as defenders of nature and all 
who try to dwell in harmony with it, so they seek to 
protect people from unnatural monsters and even 
the dangers of the wild. A few become as capricious, 
territorial, and even murderous as the worst of the fey 
themselves. 




RAISED IN 
THE UNSEEN PATH 

Although some rangers come to the Unseen 
Path when their adventuring career has already 
begun, others develop their abilities by sensing 
the faint touch of the Feywild in their mind, 
body, and soul before they seek adventure. Some 
choose never to adventure, as well. Perhaps you 
were born in a town very near a hidden doorway, 
or grew up under the watchful eye of fey who 
dwelt in the woods behind your family’s ram¬ 
shackle hut. You might even have been stolen 
from your crib as an infant and taken to the Fey¬ 
wild. In this case, you must have been retrieved 
swiftly-those who spend too long in the Feywild 
develop beliefs and attitudes other than the 
Unseen Path-but still, an element of the experi¬ 
ence stayed with you even to adulthood. 

You can choose to make this experience one 
of your character’s backgrounds (see Player’s 
Handbook 2). While most characters with this 
background are rangers who are followers of the 
Unseen Path, you don’t have to be. You could be 
anyone who experienced a childhood somehow 
influenced by the Path. 

Associated Skills: Arcana, Nature 
Associated Language: Elven 


uary 2010 | DRAGON 384 



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To Walk on Unseen Paths 


These rangers call the fey-touched wilds the 
Unseen Path, and they dub themselves Walkers of the 
Unseen Path. They are not part of a formal organiza¬ 
tion, in any sense of the word. Rather, those following 
the Unseen Path have a collection of beliefs and 
attitudes that they share with those who have similar 
pasts. They have enough contact with each other to 
pass along certain traditions and historical tales, and 
members can identify one another. For the most part, 
however, the Unseen Path is a philosophy more than 

UNSEEN PATH FEAT$ 

The following feats can provide rangers with some 
options that can assist in playing a Walker of the 
Unseen Path. 

Heroic Tier Teats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Bestial Mobility 

Prerequisite: Beast Mastery class feature 
Benefit: When you and your beast companion 
are adjacent to each other, you can either increase or 
reduce the distance of any push, pull, or slide effect 
on either you or your companion (but not both at 
once) by 2 squares. If your beast companion is adja¬ 
cent to you, you can stand as a minor action. 


Beast Rider 

Prerequisite: Beast Mastery class feature 
Benefit: If your beast companion is your size or 
larger, and at least Medium size, you can ride it as a 
mount. (This is an exception to the rule that mounts 
must be no smaller than Large.) You can mount or 
dismount your beast companion as a move action. 

Eey Senses 

Prerequisite: Trained in Nature 
Benefit: Due to your exposure (or your ancestor’s 
exposure) to the magic of the Fey wild, you gain a 
+2 feat bonus to Perception and a +2 racial bonus to 
saving throws against charm effects. 

Eey-Minded 

Prerequisite: Trained in Nature 
Benefit: You can use Nature in place of Arcana for 
fey-related monster knowledge checks. In addition, 
you can now speak and write Elven. (If you already 
know Elven, you can choose Giant or Goblin instead.) 

New Ranger Powers 

These techniques, developed by followers of the 
Unseen Path, reflect those rangers’ association with 
the Feywild and their great sensitivity to the natural 
world around them. Although these are still mar¬ 
tial exploits—they do not truly draw on arcane or 
primal magic—some include effects that are almost 
supernatural in manifestation. Many focus on either 
deceptive combat or on taking advantage of nature’s 
ebb and flow to enhance an attack’s accuracy, as the 
fey so often do. 


Level 6 Utility Exploit 



Through careful positioning and an instinctive connection, you 
and your companion mercilessly harry the foe. 

Daily ♦ Beast, Martial 
Minor Action Personal 

Effect: Until the end of the encounter, you and your beast com¬ 
panion gain combat advantage against any foe to whom 
you are both adjacent. If you and your companion are also 
flanking the target, you deal 2 extra damage on Hunter’s 
Quarry damage rolls against it. 


Level 7 Encounter Exploit 



An off-hand attack your foe never saw coming causes disorien¬ 
tation as well as pain. 

Encounter ♦ Martial, Weapon 

Immediate Reaction Melee weapon 

Requirement: You must be wielding two melee weapons. 

Trigger: You make an opportunity attack against an enemy 

Target: The triggering enemy 

Attack: Strength vs. AC (off-hand weapon) 

Hit: 2[W] (off-hand) + Strength modifier damage. Until the end 
of your next turn, you also gain combat advantage and con¬ 
cealment against the target. 


Febn 


irylOlO ] DRAGON 384 










To Walk on Unseen Paths 


Level 9 Daily Exploit 


Level 17 Encounter Exploit 


Level 25 Daily Exploit 


Murderous Aim Ranger Attack 9 


A moment’s careful study reveals to you a vast array of weak 
points to attack. 

Daily ♦ Martial, Weapon 

Standard Action Ranged weapon 

Target: One creature designated as your quarry 

Attack: Dexterity vs. AC 

Hit: 3[W] + Dexterity modifier damage. 

Effect: Until the end of the encounter, when you deal Hunter’s 
Quarry damage to this target, you can reroll any Hunter’s 
Quarry damage die result of 1 or 2 until it shows a value of 
3 or higher. 


Level 15 Daily Exploit 



A vicious series of probes and strikes allows you to strike at 
your opponent’s greatest vulnerabilities. 

Daily ♦ Martial, Weapon 
Standard Action Melee weapon 

Requirement: You must be wielding two melee weapons. 
Target: One creature 

Attack: Strength vs. the lowest of the target’s AC, Reflex, or 
Fortitude 

Hit: 3[W] + Strength modifier damage, and the target is subject 
to your questing blades (save ends). While the target is 
subject to your questing blades, each time you attack the 
target with a power that normally targets AC, you instead 
attack the lowest of the target’s AC, Reflex, or Fortitude. 
Miss: Half damage, and until the end of your next turn, each 
time you attack the target with a power that normally 
targets AC, you instead attack the lowest of the target’s AC, 
Reflex, or Fortitude. 


Deaths falls from above in the form of both arrow and talon. 


Encounter ♦ Beast, Martial, Weapon 

Standard Action Ranged weapon (beast 1) 

Target: One creature 

Primary Attack: Dexterity vs. AC 

Hit: 2[W] + Strength modifier damage. 

Effect: Make a secondary attack against the target that is a 
melee beast 1. 

Secondary Attack: Beast’s attack bonus vs. AC 
Hit: 1 [B] + beast’s Strength modifier damage. 

Special: If your beast companion is a bear, a raptor, or a 
wolf, the beast can charge in place of the secondary attack. 


Level 22 Utility Exploit 


BBiaE— 

Your companion crouches, muscles tensed, ready to strike at 
all that threatens you. 

Daily ♦ Beast, Stance 
Minor Action Personal 

Effect: Until the stance ends, your beast companion can score a 
critical hit on a roll of 18-20, and it gains a power bonus to 
damage rolls equal to your Strength modifier or Dexterity 
modifier. As an opportunity action when an enemy hits you 
with an attack, you can command your beast companion to 
make a melee basic attack or a charge attack against that 
enemy. The beast does not provoke opportunity attacks if 
it charges during this action. Your beast companion gains 
combat advantage on this attack if the target is also your 


Fleet Hunter’s Stance_ Ranger Utility 22 


You feel the flow of the earth beneath your feet, and it drives 
you onward and through your astonishedfoes. 

Daily ♦ Martial, Stance 
Minor Action Personal 

Effect: Until the stance ends, whenever you use a ranger power 
that allows you to make multiple melee attacks, you can 
shift 1 square after each such successful attack. 


About the Author 

Ari Marmell was born in New York, moved to Houston when 
he was a year old, moved to Austin when he was 27, but has 
spent most of his life living in other worlds through a combi¬ 
nation of writing and roleplaying games. He has been writing 
more or less constantly for the last dozen years, though he has 
only been paid for it the past five. He is the author of multiple 
roleplaying game supplements including work on Dungeons 
& Dragons®. Ari lives in Austin with his wife George and two 


February 2010 | DRAGON 384 
















Class Acts.- 

The Ruthless Reach 
Barbarian 

By Aeryn "Blackdirge" Rudel 

Illustration by Tyler Walpole 


Barbarians favor two-handed weapons because these 
weapons allow their wielders to use more leverage, 
a concept that translates into heavier, more damag¬ 
ing blows. One type of barbarian, the ruthless reach 
barbarian, has mastered the use of two-handed reach 
weapons, which apply leverage with each strike like 
no other type of weapons. The long haft of a glaive, 
halberd, or longspear allows a ruthless reach barbar¬ 
ian to generate immense power when targeting foes at 
his or her weapon’s maximum reach—in other words, 
2 squares away. The barbarian evocations presented 
here take this into account, and a ruthless reach bar¬ 
barian is doubly dangerous when he or she has a little 
room to work. 

Although still a striker through and through, a 
ruthless reach barbarian can act as controller in a 
secondary role by attacking small groups of foes or 
moving enemies around the battlefield. He or she 
can even serve as a defender in a pinch, using reach 
to keep enemies at bay or cutting weaker foes down 
before they can enter melee range. 


Level 1 At-Will Evocation 


Savage Reach Barbarian Attack 1 


Your great strength and the reach of your weapon allow you to 
smash enemies aside with each blow. 

At-Will ♦ Primal, Weapon 
Standard Action Melee weapon 

Requirement: You must be wielding a two-handed reach 
weapon. 

Target: One creature 
Attack: Strength vs. AC. 

Hit: 1 [W] + Strength modifier damage, and you slide the 
target 1 square. If you are raging, you can slide the target 
2 squares. 

Level 21: 2[W] + Strength modifier damage. 

Level 1 Encounter 
Evocation 


Room for Carnage Barbarian Attack 1 


You drive your foes backward with the haft of your weapon, 
giving you enough room to deliver a mighty blow. 

Encounter ♦ Primal, Weapon 
Standard Action Melee weapon 

Requirement: You must be wielding a two-handed reach 
weapon. 

Effect: You push each enemy adjacent to you 1 square. 

Target: One creature 

Attack: Strength vs. AC 

Hit: 1 [W] + Strength modifier damage 



vary 2010 | DRAGON 384 



Febn 







Class Acts.- The Ruthless Reach Barbarian 


Level 3 Encounter 
Evocation 



You surge towardyour target, your momentum and the length 
of your weapon adding devastating speed and power to your 

Encounter ♦ Primal, Weapon 
Standard Action Melee weapon 

Requirement: You must be wielding a two-handed reach 
weapon. 

Special: When charging, you can use this power in place of a 
melee basic attack. When you do so, you gain a bonus to 
the damage roll equal to the number of squares you moved 
during the charge. 

Target: One creature 

Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage. 

Level 5 Daily Evocation 

Your weapon smashes into your targets like a steel hurricane 
as your fury enhances its leverage and power with each strike. 

Daily ♦ Primal, Rage, Weapon 
Standard Action Close burst 2 

Requirement: You must be wielding a two-handed reach 
weapon. 

Target: Each enemy you can see and is not adjacent to you in 
Attack: Strength vs. AC 

Hit: 1 [W] + Strength modifier + Constitution modifier damage. 
Miss: Half damage. 

Effect: You enter the rage of the longstrike slayer. Until 
the rage ends, you gain a power bonus equal to your 
Constitution modifier to melee and close weapon damage 
rolls against targets that are 2 or more squares away from 


Level 7 Encounter 
Evocation 


Level 15 Daily Evocation 


1 Devastating Leverage 

Barbarian Attack 7 1 

You swing your weapon ii 
generated by its length to 


rc, using the terrible power 
ir enemy to the ground. 


Encounter ♦ Primal, Weapon 
Standard Action Melee weapon 

Requirement: You must be wielding a two-handed reach 
weapon. 

Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage, and you slide the target 
1 square and knock the target prone. 

Level 13 Encounter 
Evocation 



The howling winds of the tornado enhance your whirling 
strike. As the fury of the tornado fills you, your fury reaches 
out to strike at any who oppose you. 

Daily ♦ Primal, Rage, Weapon 
Standard Action Close burst 2 

Requirement: You must be wielding a two-handed reach 
weapon. 

Target: Each enemy you can see in burst 
Attack: Strength vs. AC 

Hit: 1 [W] + Strength modifier damage, and ongoing S damage 
(save ends). 

Miss: Half damage. 

Effect: You enter the rage of the slashing tornado. Until the 
rage ends, at the start of each of your turns, deal damage 
equal to your Constitution modifier to each enemy within 
2 squares of you. 


Shattering Reach Barbarian Attack 13 


The long haft of your weapon allows you to strike with enough 
force to shatter armor and shields like brittle glass. 

Encounter ♦ Primal, Weapon 
Standard Action Melee weapon 

Requirement: You must be wielding a two-handed reach 
weapon. 

Target: One creature 
Attack: Strength vs. AC 

Hit: 3[W] + Strength modifier damage, and the target takes 
a penalty to AC equal to your Constitution modifier until 
the end of your next turn. 


Level 16 Utility Evocation 



No one can escape the reach of your rage. 

Encounter ♦ Primal 
Free Action Personal 


Requirement: You must be wielding a two-handed reach 
weapon. 

Trigger: You score a critical hit with a barbarian attack power 
Effect: You have threatening reach with the weapon used in 
the triggering attack until the end of your next turn. You 
also gain a bonus to damage rolls with opportunity attacks 
equal to 3 + your Constitution modifier until the end of 


February 2010 | DRAGON 384 



















Class Acts.- The Ruthless Reach Barbarian 


Level 23 Encounter 
Evocation 


Mammoth Leverage Barbari 


Focusing all of your strength and the terrible power generated 
by your weapon into one monumental blow, you smashyour 
enemy clear across the battlefield. 

Encounter ♦ Primal, Weapon 

Standard Action Melee weapon 

Requirement: You must be using a two-handed reach weapon. 

Target: One creature 

Attack: Strength vs. AC. 

Hit: 4[W] + Strength modifier damage, and you slide the target 
2 squares and knock it prone. 

BARBARIAN FEATS 

The following feats are designed to help a ruthless 
reach barbarian make the most of his or her two- 
handed reach weapon. 

Heroic Tier Teats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 


Raging Reach 

Prerequisite: Barbarian, rage strike 
Benefit: When wielding a two-handed reach 
weapon, you deal extra damage equal to your Consti¬ 
tution modifier with rage strike against targets that are 
2 or more squares away from you. 

Ruthless Rampage 

Prerequisite: Barbarian, Rampage class feature 
Benefit: When you make a free melee basic 
attack with a two-handed reach weapon as a result of 
Rampage, you gain a +2 bonus to the damage roll if 
the target is 2 or more squares away from you. 

About the Author 

Aeryn “Blackdirge” Rudel is a staff writer and editor for 
Goodman Games, a freelance writer and RPG designer, and 
the editor-in-chief of the 4E magazine Level Up. He has been a 
professional game designer since 2005, and his recent author 
credits include Blackdirge’s Dungeon Denizens, Critter Cache: 
Daemons, and Hero’s Handbook: Tiefling. Aeryn currently lives 
in Modesto, California with his wife Melissa, a nongamer 
whose tolerance for her husband’s geekery borders on the 
supernatural. 


Brutal Reach 

Prerequisite: Barbarian 

Benefit: When you are raging and wielding a two- 
handed reach weapon, you can reroll any weapon 
damage die that displays a 1 when making melee 
attacks. 


uaryioio | DRAGON 384 



Febn 








Class Acts: 

Avenger 

VENGEFUL TRADITIONS 


By Robert J. Schwalb 

Illustration by Cynthia Sheppard 

Avengers share the same gods as other divine ser¬ 
vants, but their methods vary. For the avenger, only 
war matters. Conflict rules the avenger’s thoughts. 
Their purpose and training dictates that they meet 
their god’s enemies with overwhelming violence. 
They seek only to shatter those foes that would tear 
down the god’s works and threaten its dominion. 
Other divine characters might use other stratagems 
to deal with their foes, but where they can sometimes 
be scalpels, the avenger is always the hammer. 

Given the avengers’ destructive bent, they find 
themselves at odds with others in the same faith, 
and, without a doubt, they cross paths and swords 
with rivals. Some faiths have even gone so far as to 
name avengers heretics, extremists, and deviants who 
twist a god’s message to serve bloodthirsty agendas. 
For this reason, avengers learn their techniques in 
secluded monasteries. In these sacred halls, they 
undergo punishing training until they prove them¬ 
selves worthy to undertake the holy mission assigned 
to them. Attrition is high and often fatal, so only the 
most fervent followers ever complete their training to 
become avengers in truth. 


MONASTIC [BACKGROUND] 

The monastery defined your early life. You might 
have trained in a secluded temple, hidden high 
in the mountains as Moradin’s and Kord’s often 
are. Or perhaps your home was tucked away in a 
city, concealed by powerful wards so it blends in, 
unseen, such as Erathis’s monasteries sometimes 
are. How did you come to this monastery? What 
was life like for you? In what ways did you excel 
in your training? In what ways did you fall short? 

Avandra Associated Skills: Dungeoneering, 
Nature 

Bahamut Associated Skills: Insight, Intimidate 
Corellon Associated Skills: Arcana, Insight 
Erathis Associated Skills: Diplomacy, Streetwise 
loun Associated Skills: History, Insight 
Kord Associated Skills: Athletics, Endurance 
Melora Associated Skills: Nature, Perception 
Moradin Associated Skills: Endurance, History 
Pelor Associated Skills: Diplomacy, Heal 
The Raven Queen Associated Skills: Intimidate, 
Religion 

Sehanine Associated Skills: Perception, Stealth 


TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


Febn 


try 2010 ] DRAGON 384 




Class Acts.- Avenger 


GODSWORN NEMESIS 

“Liberation is my sword, freedom my shield. Tyrants shall 
tremble, oppressors will quake, because no chains can with¬ 
stand my fury and no law can deny my wrath." 

The avenger lives to destroy his or her gods’ enemies 
and represents the divine interests in the world by the 
weapons each wields. While the training’s principles 
are never far from the avenger’s thoughts, the degree 
to which an avenger pursues them varies from indi¬ 
vidual to individual. Some avengers see their training 
and doctrines as tools they can use to overcome the 
challenges they face, while others find they cannot 
see beyond the strictures and find their lives defined 
by the war the wage. These zealots are the godsworn 
nemeses, and they represent some of the most fero¬ 
cious and single-minded warriors known in the world 
and beyond. 

Godsworn Alacrity 

Prerequisite: Avenger, must worship Avandra 

Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical 
hit, you gain a +2 feat bonus to speed until the end of 
your next turn as a godsworn boon. You can benefit 
from only one godsworn boon as a result of any given 
critical hit. 

Godsworn Assault 

Prerequisite: Avenger, must worship Erathis 

Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical hit, 
one ally you can see gains a +1 bonus to attack rolls 
until the end of your next turn as a godsworn boon. 


You can benefit from only one godsworn boon as a 
result of any given critical hit. 

Godsworn Avalanche 

Prerequisite: Avenger, must worship Kord 
Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical 
hit, you can also push the target a number of squares 
equal to your Dexterity or Intelligence modifier as a 
godsworn boon. You can benefit from only one god¬ 
sworn boon as a result of any given critical hit. 

Godsworn Bulwark 

Prerequisite: Avenger, must worship Moradin 
Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical hit, 
you gain a +2 bonus to all defenses until the end of 
your next turn as a godsworn boon. You can benefit 
from only one godsworn boon as a result of any given 
critical hit. 

Godsworn Defender 

Prerequisite: Avenger, must worship Bahamut 
Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical hit, 
one ally you can see gains a +2 bonus to all defenses 
until the end of your next turn as a godsworn boon. 
You can benefit from only one godsworn boon as a 
result of any given critical hit. 


Godsworn Fatalist 


Prerequisite: Avenger, must worship the Raven 
Queen 

Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical hit, 
your target takes extra necrotic or cold damage equal 
to your Dexterity or Intelligence modifier as a god¬ 
sworn boon. You can benefit from only one godsworn 
boon as a result of any given critical hit. 


Godsworn Mentalist 

Prerequisite: Avenger, must worship Ioun 
Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical hit, 
the critical hit deals extra psychic damage equal to 
your Dexterity or Intelligence modifier as a godsworn 
boon. You can benefit from only one godsworn boon 
as a result of any given critical hit. 


Godsworn Mystic 

Prerequisite: Avenger, must worship Sehanine 
Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical hit, 
you gain concealment until the end of your next turn 
as a godsworn boon. You can benefit from only one 
godsworn boon as a result of any given critical hit. 


Godsworn Radiant 

Prerequisite: Avenger, must worship Pelor 
Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical 
hit, your target takes extra radiant damage equal to 
your Dexterity or Intelligence modifier as a godsworn 
boon. You can benefit from only one godsworn boon 
as a result of any given critical hit. 


February 2010 | DRAGON 384 







Class Acts.- Avenger 


Godsworn Sidestep 

Prerequisite: Avenger, must worship Corellon 
Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical hit, 
you can teleport 5 squares to any unoccupied square 
adjacent to your oath of enmity target as a godsworn 
boon. You can benefit from only one godsworn boon 
as a result of any given critical hit. 

Godsworn Tidedancer 

Prerequisite: Avenger, must worship Melora 
Benefit: You gain a +2 feat bonus to Religion 
checks. In addition, whenever you score a critical hit, 
you can shift a number of squares equal to your Dex¬ 
terity or Intelligence modifier as a godsworn boon. 
You can benefit from only one godsworn boon as a 
result of any given critical hit. 


GODSWORN 
ENCOUNTER POWERS 
AT HIGHER LEVELS 

If you’re not so keen on taking one of these 
encounter powers at 3rd level, they’re all easily 
upgraded to the paragon or epic tiers. 

For the paragon tier, add IdIO to the heroic-tier 
power’s damage (for a total of 3d10 + Wisdom 
modifier). This makes it a level 13 power. 

For the epic tier, add 2d10 to the heroic-tier 
power’s damage (for a total of 4d10 + Wisdom 
modifier). This makes it a level 23 power. 


Avenger Powers 

Avengers who become godsworn nemeses are granted 
the opportunity to focus the divine wrath of their spe¬ 
cific deities. 


Encounter Attack Powers 


Alacritous Assault Avenger Attack 3 


The July of your god’s presence sweeps through your allies as 
well, causing them to gain better battlefield position. 

Encounter ♦ Divine, Implement, Radiant 

Standard Action Ranged 5 

Prerequisite: Godsworn Alacrity 

Target: One creature 

Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant damage. 

Effect: Each ally adjacent to you can shift 1 square as a free 


Chill of Winter’s Bite Avenger Attack 3 


Even as your foe falters momentarily from the power of your 
attack, an ally receives the blessing of your deity on his or her 

Encounter ♦ Divine, Implement, Necrotic, Radiant 
Standard Action Ranged 5 

Prerequisite: Godsworn Fatalist 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant or necrotic damage. 
Effect: One ally you can see deals extra necrotic damage equal 
to your Dexterity or Intelligence modifier on his or her next 
melee attack against the target before the end of your next 


The power of your deity damages foe, and then flows into an 
ally, who then uses it to make surer attacks. 


Encounter ♦ Divine, Implement, Radiant 

Standard Action Ranged 5 

Prerequisite: Godsworn Assault 

Target: One creature 

Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant damage. 

Effect: One ally you can see gains a +1 power bonus to attack 
rolls until the start of your next turn. 


Lunar Strike Avenger Attack 3 


The grace of your deity provides your foe with blessed pain 
while giving an ally a chance to disappear from sight. 

Encounter ♦ Divine, Illusion, Implement, Radiant 

Standard Action Ranged 5 

Prerequisite: Godsworn Mystic 

Target: One creature 

Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant damage. 

Effect: One ally you can see becomes invisible until the start of 
your next turn or until he or she hits or misses. 


The pain of your attack is not contained within your chosen 
foe; it resonates within an ally’s foe with each strike your ally 
makes. 

Encounter ♦ Divine, Implement, Psychic, Radiant 
Standard Action Ranged 5 

Prerequisite: Godsworn Mentalist 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier psychic or radiant damage. 
Effect: One ally you can see deals extra psychic damage equal 
to your Dexterity or Intelligence modifier on his or her next 
melee attack against the target before the end of your next 


- 


2010 | DRAGON 384 















Class Acts.- Avenger 


Seal of Scales Avenger Attack 3 


Your god’s full jury not only smites your foe but also grants an 
ally additional protection. 

Encounter ♦ Divine, Implement, Radiant 

Standard Action Ranged 5 

Prerequisite: Godsworn Defender 

Target: One creature 

Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant damage. 

Effect: One ally you can see gains a +2 power bonus to all 
defenses until the start of your next turn. 


Strike of the Forgehammer Avenger Attack 3 


As your foe takes damage from your attack, your deity’s power 
flows through an ally and bolsters him or her against deleteri¬ 
ous effects. 

Encounter ♦ Divine, Implement, Radiant 

Standard Action Ranged 5 

Prerequisite: Godsworn Bulwark 

Target: One creature 

Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant damage. 

Effect: One ally can make a saving throw with a +2 power 


Strike from the Mountaintop Avenger Attack 3 


The fury of your deity finds an outlet in both your attack and 
that of an ally’s, making both enemies feel as ifKord pounded 
them into the ground. 

Encounter ♦ Divine, Implement, Radiant 

Standard Action Ranged 5 

Prerequisite: Godsworn Avalanche 

Target: One creature 

Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant damage. 

Effect: One ally you can see gains a +2 power bonus to damage 
rolls until the start of your next turn. 


As you attack your foe, divine energy flows from you to an ally, 
enabling him or her to also bring divine retribution upon an 
enemy. 

Encounter ♦ Divine, Force, Implement, Radiant 
Standard Action Ranged 5 

Prerequisite: Godsworn Sidestep 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant or force damage. 
Effect: One ally you can see deals extra force damage equal 
to your Dexterity or Intelligence modifier on his or her 
next melee attack against the target before the end of 


Sun of the Heavens Strike Avenger Attack 3 


Even as divine power flows from your attack into your foe, your 
ally receives a measure of it for an attack of his or her own. 

Encounter ♦ Divine, Implement, Radiant 

Standard Action Ranged 5 

Prerequisite: Godsworn Radiant 

Target: One creature 

Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant damage. 

Effect: One ally you can see deals extra radiant damage equal 
to your Dexterity or Intelligence modifier on his or her next 
melee attack against the target before the end of your next 


Tida[ Shift Avenger Attack 3 


Not only does your deity’s power fall upon your foe as you at¬ 
tack it, but it also moves an ally into a position to engage your 
chosen enemy. 

Encounter ♦ Divine, Implement, Radiant 

Standard Action Ranged 5 

Prerequisite: Godsworn Tidedancer 

Target: One creature 

Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier radiant damage. 

Effect: You slide one ally you can see 5 squares to a square 
adjacent to the target. 


Utility Powers 


Breath of Creation Avenger Utility 6 


Moradin breathes new life into you to help your injuries heal 
and make good on the oath you swore. 

Daily ♦ Divine, Healing 
Minor Action Personal 
Prerequisite: Godsworn Bulwark 

Effect: You regain hit points equal to your healing surge value. 



You blur into motion, moving faster than the eye can follow. 

Encounter ♦ Divine 
Move Action Personal 
Prerequisite: Godsworn Alacrity 

Effect: If you are slowed, immobilized, or restrained, the condi¬ 
tion ends. You shift a number of squares equal to your speed. 


Your faith in the Battle Lord gives you the strengthyou need to 
shrug off your enemy’s attacks. 

Encounter ♦ Divine 

Immediate Interrupt Personal 

Prerequisite: Godsworn Avalanche 

Trigger: You are dazed, stunned, or weakened by an attack 
Effect: Make a saving throw. If the saving throw succeeds, you 
end the triggering effect. 


■HBWmWWWHI— 


A common enemy can restore a community’s bonds, and your 
successful attack helps an ally to share your purpose 


Encounter ♦ Divine, Radiant 
Free Action Close burst 5 
Prerequisite: Godsworn Assault 

Trigger: You hit your oath of enmity target with a melee attack 
Target: One ally in burst 

Effect: The target gains a +2 power bonus to its next attack roll 
against the target before the end of your next turn. If that 
attack hits, it deals an extra 5 radiant damage. 


February 2010 | DRAGON 384 





















Class Acts.- Avenger 


in hide from Pelor’s shining light. 


Daily ♦ Divine, Zone 
Minor Action Close blast 5 
Prerequisite: Godsworn Radiant 

Effect: The blast creates a zone of bright light that lasts until 
the end of the encounter. Creatures do not benefit from 
concealment or total concealment while within the zone. 


Platinum Pride Avenger Utility 6 


When a treacherous foe would strike you, the Platinum Dragons 
shielding wing is there to protect you from harm. 

Daily ♦ Divine, Stance 

Standard Action Personal 

Prerequisite: Godsworn Defender 

Effect: Until the stance ends, you gain a +2 power bonus to all 
defenses against attacks from enemies that aren’t your oath 
of enmity targets. 



You perceive danger before it materializes and react accordingly. 


Encounter ♦ Divine 

Immediate Interrupt Personal 

Prerequisite: Godsworn Mentalist 

Trigger: An enemy that is not your oath of enmity target hits 
you with an attack 

Effect: You gain a +4 power bonus to all defenses against the 
triggering attack. 


Shroud of Winter Avenger Utility 6 


Your aspect changes to assume a skeletal appearance cloaked 
in shadow. 

Encounter ♦ Divine 
Minor Action Personal 
Prerequisite: Godsworn Fatalist 

Effect: You gain concealment and become insubstantial until 
the end of your next turn. 


Daily Attack Powers 


Your perfect strike invites Corellon’s blessing upon you. 

Encounter ♦ Divine, Teleportation 
Free Action Personal 
Prerequisite: Godsworn Sidestep 

Trigger: You make a melee attack against your oath of enmity 
target and roll the same number on each die of the attack roll 
Effect: If the attack hits and deals damage, it deals 5 extra force 
or radiant damage. If the attack misses, you can teleport to 
any unoccupied square adjacent to the target. 


Veit of the Moon 

Avenger Utility 6 1 

The air shimmers as if the sun 
flash, you are gone. 

set upon your shoulders. In a 


Encounter ♦ Divine, Illusion 
Minor Action Personal 
Prerequisite: Godsworn Mystic 

Effect: You become invisible until the end of your next turn or 
until you hit or miss. 


Wrath of the Sea _Avenger Utility 6 


Your pain awakens nature’s fury withinyou, giving you the 
spirit to see the battle through to its conclusion. 

Daily ♦ Divine, Stance 
Immediate Reaction Personal 

Prerequisite: Godsworn Tidedancer 
Trigger: You are bloodied by an attack 

Effect: Until the stance ends, your avenger encounter and daily 
attack powers deal extra damage equal to your Wisdom 
modifier. 



Filled with righteous indignation, your attack damages your 
foe and lends swiftness to your movement. 

Daily ♦ Divine, Implement 
Standard Action Ranged S 

Prerequisite: Godsworn Alacrity 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d12 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: You gain a +3 power bonus to speed until the end of 
the encounter. 



The power of your god wounds your enemy and bolsters your 
allies’ defenses. 

Daily ♦ Divine, Implement 
Standard Action Ranged 5 

Prerequisite: Godsworn Defender 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d12 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, whenever you hit your 
oath of enmity target with an avenger encounter attack 
power, each ally that can see you gains a +1 power bonus 
to all defenses until the start of your next turn. 


February 2010 | DRAGON 384 






















Class Acts.- Avenger 


1 Corellon’s Evasion Avenger Attack 9 H 


Corellon graces you with the ability to move around the field of 
combat quickly after you hit your foe. 

The power ofloun resonates within the mind of your foe, caus¬ 
ing it to quiver with pain. 


Daily ♦ Divine, Implement, Teleportation 
Standard Action Ranged 5 

Prerequisite: Godsworn Sidestep 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d12 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, whenever you hit your 
oath of enmity target with an avenger encounter attack 
power, you can teleport 3 squares. 


■mim 


The divine power of your deity damages your foe and makes it 
easier for others to strike your chosen enemy. 

Daily ♦ Divine, Implement 
Standard Action Ranged 5 

Prerequisite: Godsworn Assault 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d12 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, whenever you hit your 
oath of enmity target with an avenger encounter attack 
power, one ally you can see gains a +2 power bonus to 
attack rolls against your target until the start of your next 


Daily ♦ Divine, Implement, Psychic 
Standard Action Ranged 5 

Prerequisite: Godsworn Mentalist 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d12 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, your avenger encounter 
attack powers deal 3 extra psychic damage against your 
oath of enmity target. Increase the extra damage to 6 at 
19th level, and 9 at 29th level. 


The thunderous might of Kurd flows throughyou and into 
your foe with each successful attack you make. 

Daily ♦ Divine, Implement, Lightning, Thunder 
Standard Action Ranged 5 

Prerequisite: Godsworn Avalanche 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d1 2 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, your avenger encounter 
attack powers deal 3 extra lightning and thunder damage 
against your oath of enmity target. Increase the extra dam¬ 
age to 6 at 19th level, and 9 at 29th level. 


Melora’s Inexorable Tide 


The power ofMelora accompanies your attack, causing a 
nearly enemy pain. 

Daily ♦ Divine, Implement, Radiant 
Standard Action Ranged 5 

Prerequisite: Godsworn Tidedancer 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d12 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, whenever you hit your 
oath of enmity target with an avenger encounter attack 
power, one other enemy adjacent to you takes radiant dam¬ 
age equal to your Wisdom modifier. 


Moradin’s Stalwart Shield Avenger Attack 9 


The strength ofMoradin not only wounds your foe but also 
provides you with inner resources to protect you from damage. 

Daily ♦ Divine, Implement 
Standard Action Ranged 5 

Prerequisite: Godsworn Bulwark 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d1 2 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, whenever you hit your 
oath of enmity target with an avenger encounter attack 
power, you gain resistance to damage equal to your Wis¬ 
dom modifier until the start of your next turn. 


y 2010 ] DRAGON 384 


K^) 













Class Acts.- Avenger 


Pelor’s Divine Fire Avenger Attack 9 


The light of Pelor fills you and wounds your enemy. 

Daily ♦ Divine, Implement, Radiant 
Standard Action Ranged 5 

Prerequisite: Godsworn Radiant 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d12 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, your avenger encounter 
attack powers deal 3 extra radiant damage against your 
oath of enmity target. Increase the extra damage to 6 at 
19th level, and 9 at 29th level. 


1 Sehanine’s Misdirection 

Avenger Attack 9 

Sehanine provides you with the power t< 
sight of your foe when you wound it. 

o dance in and out of 

Daily ♦ Divine, Illusion, Implement 


Standard Action Ranged 5 

Prerequisite: Godsworn Mystic 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d12 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, whenever you hit your 
oath of enmity target with an avenger encounter attack 
power, you become invisible until the start of your next 


The Raven Queen’s Decay Avenger Attack 9 


Your de ity’s power finds a place within the body of your foe, 
causing it bone-deep pain. 

Daily ♦ Divine, Implement, Necrotic 
Standard Action Ranged S 

Prerequisite: Godsworn Fatalist 
Target: One creature 
Attack: Wisdom vs. Reflex 

Hit: 2d12 + Wisdom modifier damage, and you pull the target 
4 squares to a square adjacent to you. 

Miss: Half damage. 

Effect: Until the end of the encounter, your avenger encounter 
attack powers deal 3 extra necrotic damage against your 
oath of enmity target. Increase the extra damage to 6 at 
19th level, and 9 at 29th level. 


turn. C? 

About the Author 

Robert J. Schwalb is an award-winning game designer 
whose more recent work can be found in Martial Power™ 
2, Draconomicon “ 2, and Primal Power™. Robert lives in 
Tennessee. 


GODSWORN DAILY POWERS 
AT HIGHER LEVELS 

If you’re not so keen on taking one of these daily 
powers at 9th level, they’re all easily upgraded 
to the paragon or epic tiers. 

For the paragon tier, add 2d12 to the heroic-tier 
power’s damage (for a total of 4d12 + Wisdom 
modifier). This makes it a level 19 power. 

For the epic tier, add 3d12 to the heroic-tier 
power’s damage (for a total of 5d12 + Wisdom 
modifier). This makes it a level 29 power. 




February 2010 | DRAGON 384 









Class Acts: CLERIC 



Battle-priests of war 
require twice the training, 
determination, and grit of 
any conventional soldier. 


TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


By Mutt James ♦ Illustration by Cynthia Sheppard 

The lord of battle, Kord, is a stalwart and brave 
warrior-god who seeks victory even in the clutches of 
defeat. His loyal followers train for countless hours 
to be the best on any terrain and against any enemy; 
they must be prepared to sacrifice all in the name of 
competition and victory. 

A smaller gathering of his followers is more zealous 
than the rest and takes great pride in bringing defeat to 
even the most skilled of opposition. This group, called 
the Covenant of War, is both feared and respected, and 
it often finds victory at the quivering surrender of their 
foes before the battle has even begun. They train at all 
hours of the day, utilizing every last drop of sunlight 
to perfect their deadly maneuvers and to seek divine 
guidance from their patron. Less concerned with the 
traditional teachings of divine magic, these battle 
priests utilize the power of their deity to deliver devas¬ 
tating attacks on their unfortunate foes. 

The organization consists of a military-type hierar¬ 
chy that emphasizes merit and accomplishment over 
hard talk and empty promises. It includes members of 
other classes as well, such as paladins, avengers, fight¬ 
ers, bards, and rogues. Only one rule exists within 
this organization: Come with all you have or do not 
come at all. They do not accept anything less, and they 
uphold standards of strength and ability at all costs. 

Clerics who wish to learn more of the battlelord’s 
Covenant of War are encouraged to seek out sacred 
temples located throughout the known world. Within 
each one resides a secret gladiatorial testing ground 
where only the strong survive. Failure in these gladi¬ 
atorial contests means permanent expulsion from the 
Covenant’s place of worship and denial at any attempt 
for readmission. 


Level 1 Daily Prayer 


Inflict Light Wounds Cleric Attack 1 


Calling upon the wrath of your deity, you wrack your enemy 
with pain. 

Daily ♦ Divine, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Strength vs. AC 

Hit: 1 [W] + Strength modifier damage, and the target is weak¬ 
ened (save ends). 

Miss: Half damage, and the target is weakened until the end of 


Level 2 Utility Prayer 



The power of your faith siphons life out of you and bolsters 
your ally with divine protection. 

Daily ♦ Divine 

Minor Action Melee touch 

Target: One ally 

Effect: You take damage equal to your surge value. This dam¬ 
age cannot be reduced by any means. The target gains tem¬ 
porary hit points equal to twice that value. 

Level 5 Daily Prayer 


Augment of War Cleric Attack 5 


Your deity answers your call and assaults your foe with divine 
energy. 

Daily 4 Divine 

Minor Action Melee touch 

Target: One ally’s weapon 

Effect: Until the end of the encounter, all attacks made with 
this weapon deal extra damage equal to your Strength 
modifier. When the weapon hits an enemy, that enemy 
grants combat advantage until the start of the wielder’s 


Febn 


irylOlO | DRAGON 384 






Class Acts.- Cleric 


Level 9 Daily Prayer 


Level 16 Utility Prayer 


Level 27 Encounter Prayer 


Divine Surge Cleric Attack 9 


Calling upon the strength of your deity, you send waves of 
divine power through your foe, distracting it momentarily. 

Daily ♦ Divine, Weapon 
Standard Action Close burst 1 

Target: Each enemy in burst you can see 
Attack: Strength vs. AC 

Hit: 3[W] + Strength modifier damage, and the target grants 
combat advantage (save ends). 

Miss: Half damage, and target grants combat advantage until 
the end of your next turn. 


Eternal Barrier Cleric Utility 16 


Your divine presence removes obstacles in your way. 

At-Will ♦ Conjuration, Divine, Zone 
Standard Action Close burst 2 

Effect: The burst creates a zone centered on you that lasts until 
the end of your next turn. While within the zone, you and 
each ally ignore difficult terrain. 

Sustain Minor: The zone persists. 

Level 19 Daily Prayer 




Cleric Attack 27 


As you strike with your weapon, your deity sends forth a decree 
that resonates across the battlefield and aids your allies. 


Encounter ♦ Divine, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Strength vs. AC 

Hit: 4[W] + Strength modifier damage, and each ally within 5 
squares of you can make a saving throw against one effect 
that a save can end. 


Level 10 Utility Prayer 


Transcendent Advisor Cleric Utility 10 


A servant of your deity appears before you. 

Daily ♦ Conjuration, Divine 
Standard Action Ranged 5 

Effect: You conjure an advisor from your deity that appears in 
an unoccupied square within range. The advisor occupies 
1 square and lasts until the end of your next turn. Allies 
within 5 squares of the counsel can roll twice on all knowl¬ 
edge checks and keep either result. 

Sustain Minor: The effect persists. 

Level 13 Encounter Prayer 


Invocation of War Cleric Attack 13 


The wounds you create embolden your allies to achieve 
greatness. 

Encounter ♦ Divine, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier, and the next attack that hits the 
target before the end of your next turn deals extra damage 
equal to your Strength modifier, or Strength + Wisdom 
modifier if you are wielding a two-handed weapon. 


Greater Augment of War Cleric Attack 19 


The power of your deity flows through an ally’s weapon and 
creates lethargy within any foe the weapon strikes. 

Daily ♦ Divine 

Minor Action Melee touch 

Target: One ally's weapon 

Effect: Until the end of the encounter, all attacks made with 
this weapon deal extra damage equal to 5 + your Strength 
modifier. When the weapon hits an enemy, that enemy is 
slowed and grants combat advantage to you until the start 
of the wielder’s next turn. 


Level 25 Daily Prayer 


Divine Reaping Cleric Attack 25 


The power of your deity works its way through each foe you 
strike, causing it to slacken and falter. 

Daily ♦ Divine, Weapon 
Standard Action Close burst 1 

Target: Each enemy you can see in burst 
Attack: Strength vs. AC 

Hit: 3[W] + Strength modifier damage, and the target is weak¬ 
ened (save ends). 

Miss: Half damage, and the target is weakened until the end of 


New Magic Weapon 


1 Blood Maul 

Level 7+ 1 

This maul’s dark red stains nev 

er seem to wash off. 


Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp 

Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp 

Lvl 17 +4 65,000 gp 

Weapon: Mace, hammer 
Enhancement: Attack rolls and damage rolls 
Critical: +1 d6 per plus, or +1 dl 0 per plus against bloodied 
enemies 

Power (Daily): Free Action. Trigger: You bloody an enemy with 
an attack that is not a critical hit with this weapon. Effect 
You deal extra damage to the target equal to your bonus 
critical damage with this weapon. O 

About the Author 

Matt James is a disabled combat veteran, having earned 
a Bronze Star and Purple Heart from his recent service in 
the United States Army. When not freelance writing for 
Dungeons & Dragons®, he works on developing his website 
(http://www.loremaster.org). Follow Matt online at www. 
twitter.com/matt_james_fr. 


r 

X, 


February 2010 | DRAGON 384 
















Class Acts: 

Warlord 


By Robert J. Schwalb 

Illustration by Chad King 


Keys to the Battleeield 

“Lookfriend, we ain’t got no fancy spells and there ain’t no 
gods lookin’ outfer the likes of you and me. We got these 
weapons, but we got something more too. We got each 
other. You get my back and I swear on my father’s beard 
I’ll get yours.” 

-Borst, dwarf warlord 

Martial characters might engage the enemy in wildly 
different ways. Some rely on shadows to skulk about 
and plant their daggers where least expected, and 
others fling themselves headlong into the enemies’ 
teeth. However, what unites them all is an uncommon 
understanding of battlefield tactics. Such characters 
don’t have grimoires dripping with complex arcane 
formulas or a god’s hand resting on their shoulder, 
but what they do have is grit, discipline, and cold, 
hard steel. 

No one knows this better than the warlord. 
Trained in a variety of fighting techniques tested on 
countless battlefields through history’s long march, 
warlords draw from their vast experience to find 
unexpected solutions to the thorniest problems. 

This said, warlords approach battlefield tactics from 
several different angles. One might hang back to 
pepper the enemy with arrows, while another leaps 


to the front, guiding allies’ attacks through inspir¬ 
ing advice, tactical acumen, or sheer bravado. These 
approaches affect how a warlord leads and they 
shed light on the methods that warlord might use to 
defeat the enemy. 

Although individual interests vary a great deal 
(often reflected in the warlord’s build and power 
selection), even the most reckless warlord knows 
when to check his or her impulse and gauge the 
battlefield and the happenings unfolding there. Such 
a warlord ought to adjust his or her tactics to plug 
holes and respond to the changing tide, all to ensure 
his or her companions can see the battle to its conclu¬ 
sion. A clever warlord, however, anticipates how a 
battle develops and uses his or her allies to meet these 
changing conditions. 

New Warlord Powers 

The following warlord powers speak to the war¬ 
lord’s dynamic approach to combat, reflecting an 
awareness about his or her allies’ capabilities, their 
strengths, and their weaknesses. These powers are 
intended for warlords from any build to expand 
their arsenal to better meet the battlefield’s myriad 



uary 2010 | DRAGON 384 



Febn 







Class Acts.- Warlord 


Level 1 Encounter Exploit 


Level 3 Encounter Exploits 


Level 5 Daily Exploit 


Invitation Warlord Attack 1 


Your strike leaves the opponent swaying so that a feather’s 
touch can cause it to move from its position. 

Encounter M Martial, Weapon 

Standard Action Melee or Ranged weapon 

Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage. The next time an ally 
hits the target before the end of your next turn, that ally 
can slide the target 2 squares, shift 2 squares, or deal 4 
extra damage to the target. 

Level 1 Daily Exploit 


Interrupting Strike Warlord Attack 3 


Your weapon strikes the foe and, if it seeks to attack another, 
your waiting ally can attempt an attack of his or her own first. 

Encounter SI Martial, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage, and you mark the 
target until the end of your next turn. If the target makes 
an attack before the end of your next turn that does not 
include you as a target, one ally adjacent to the target can 
make a basic attack against it as an immediate interrupt. 
If the ally's attack hits, the target takes a -2 penalty to the 
attack roll. 


Surging Assault Warlord Attack 5 


Your powerful strike gives an ally the means to recover from 
his or her injuries and rejoin the battle. 

Daily M Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Strength vs. AC 

Hit: 3[W] + Strength modifier damage. 

Miss: Half damage. 

Effect: Each ally adjacent to you or the target can use his or her 
second wind as a free action. 


Level 6 Utility Exploits 


Destructive Surprise Warlord Attack 1 


You motivate an ally to strike true at just the right moment. 

Daily SI Martial, Weapon 

Standard Action Close burst 10 

Target: One ally in burst 

Effect: The target can make the following attack. 

Free Action Melee or Ranged weapon 

Effect: The ally shifts 2 squares. 

Target: One creature 

Attack: Strength or Dexterity modifier vs. Reflex 
Hit: 3[W] + Strength or Dexterity modifier. 

Miss: Half damage. 


Level 2 Utility Exploit 


1 Martial Cascade 

Warlord Utility 2 1 

Your daring attack inspires a 

n ally to follow your lead. 


Encounter M Martial 
Free Action Close burst 10 
Trigger: An enemy is hit by your attack 
Target: Each ally in burst who can see you 
Effect: Until the end of your next turn, any target who spends 
an action point to make an attack against the triggering 
enemy gains a +2 power bonus to the attack roll. 


Martial Doom 

Warlord Attack 3 1 

Your attack connects to expose a 
will or daring can seize. 

n opening that any ally with 


Encounter SI Martial, Weapon 

Standard Action Melee or Ranged weapon 

Target: One creature 

Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage, and the target grants 
combat advantage to your allies until the end of your next 

Effect: Any ally that hits the target with an attack gained from 
spending an action point before the end of your next turn 
deals 5 extra damage to the target. 


1 Back to Back 

Warlord Utility 6 1 

You take heart from the ally guarding yoi 

ir back. 


Daily SI Martial, Stance 
Minor Action Personal 


Effect: You assume the back to back stance. Until the stance 
ends, while you are adjacent to an ally, you and the ally 
gain a +1 bonus to attack rolls. 



When your attack connects, you experience a burst of confi¬ 
dence your allies can share if they follow your lead. 

Encounter H Healing, Martial 
Free Action Personal 

Trigger: You hit an enemy with a martial melee or ranged 
attack 

Effect: You can spend a healing surge. Until the start of your 
next turn, any ally that hits the same target with an attack 
gained from spending an action point can also spend a 
healing surge. 


February 2010 | DRAGON 384 















Class Acts.- Warlord 


Level 7 Encounter Exploits Level 9 Daily Exploit 


Martial Excitation_ Warlord Attack 7 


Your attack’s success fills your allies with the urge to push 
further and fight harder. 

Encounter M Martial, Weapon 

Standard Action Melee or Ranged weapon 

Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage, and you can shift a 
number of squares equal to one-half your speed. 

Effect: Until the start of your next turn, whenever an ally that 
can see you spends an action point, he or she can shift up 
to one-half his or her speed as a free action before or after 
the extra action. 


Tactician’s Favor Warlord Attack 7 


Your blow causes an ally’s follow-up strike to cement his or her 
tactical advantage. 

Encounter H Martial, Weapon 

Standard Action Melee or Ranged weapon 

Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage. The next time an ally 
hits the target before the end of your next turn, he or she 
gains one of the following benefits until the end of his or 
her next turn: +2 power bonus to all defenses, a +1 power 
bonus to attack rolls, or a +3 power bonus to damage rolls. 


Coordinated Assault_ Warlord Attack 9 


By coordinating your efforts, your allies deliver two devastat¬ 
ing attacks. 

Daily M Martial, Weapon 

Standard Action Close burst 10 

Target: One or two allies in burst 

Effect: The target can make the following attack. Each target 
must attack a different creature. 

Free Action Melee or Ranged weapon 

Effect: The target ally can shift 3 squares. 

Target: One creature 

Attack: Strength or Dexterity modifier vs. AC 

Hit: 2[W] + Strength or Dexterity modifier damage, and the 

target falls prone. 

About the Author 

Robert J. Schwalb is an award-winning game 
designer whose more recent work is in Martial Power™ 2, 
Draconomicon ” 2, and Primal Power. Robert lives in Tennessee. 


February 2010 | DRAGON 384 










Class Acts.* 

The Commando Warlord 



By Robert J. Schwalb ♦ Illustration by Chad King 

TM & © 2010 Wizards of the Coast LLC. All rights reserved. 

M any warlords favor a direct approach in battle, fighting from the van¬ 
guard as they lead the charge to smash through enemy ranks. Although 
warlords might approach these aggressive methods from various direc- 
tions-with some favoring skirmishing and others preferring reckless bravado-their 
results are often the same. The commando warlord, however, outwits and outma- 
neuvers his or her enemies by laying traps and springing ambushes to catch foes 
unaware. 

A commando warlord is an irregular soldier, being fast on his or her feet and 
relying on guile and cunning to defeat the enemy. A commando warlord finds much 
success on the front lines, but not through direct attacks, but rather by shouting com¬ 
mands to allies to seize openings he or she creates. A commando warlord is a team- 
player and benefits most from working with defenders and strikers. 


February 2010 | DRAGON 384 



Class Acts.- The Commando Warlord 


Level 1 Encounter Exploit 


Overwhelming Force Trap Warlord Attack 1 


You keep the order to spring the trap ready, allowing your 
allies to spring into action on a moment’s notice. 

Encounter ♦ Martial 

Immediate Interrupt Close burst 3 

Trigger: An ally in the burst makes a melee basic attack 
Target: The triggering ally 

Effect: The target uses one of his or her melee at-will attack 
powers instead of making a melee basic attack. If the at¬ 
tack hits, the subject of the target’s attack is also dazed 
until the end of the target’s next turn. 


Level 1 Daily Exploit 


Orchestrated Offensive Warlord Attack 1 


Your strike is the only signal your allies need to put your care¬ 
ful plan into motion. 

Daily ♦ Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Strength vs. AC 

Hit: 1 [W] + Strength modifier damage. 

Effect: Choose two different allies within 5 squares of you that 
can see and hear you. Each ally can make a charge attack, 
make a basic attack, or shift his or her speed as a free 
action. Allies that choose to charge or make basic attacks 
cannot attack the same creature or the target of this attack. 


Level 2 Utility Exploit 



Your strike creates an opening your ally seizes to his or her 
advantage. 

Encounter ♦ Martial 

Free Action Personal 

Trigger: You hit an enemy with a melee attack. 

Target: One ally adjacent to you 

Effect: The target shifts 3 squares as a free action and gains 
combat advantage against the triggering enemy until the 
end of your next turn. 


Level 3 Encounter Exploit 


Level 6 Utility Exploit 


Set the Trap Warlord Attack 3 


You grab the enemy’s attention with an aggressive strike to 
give your allies a chance to set up their own attacks. 

Encounter ♦ Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Strength vs. AC 

Hit: 1 [W] + Strength modifier damage. 

Effect: One ally you can see can shift half his or her speed as a 
free action to a square where it has cover or concealment 
and make a Stealth check to become hidden. Before the 
end of your next turn, that ally gains a +3 power bonus to 
his or her next damage roll made against an enemy from 
which he or she is hidden. 

Level 5 Daily Exploit 


Directed Combat Warlord Attack 5 


Your strike creates the opening an ally needs to slip away, 
while another ally rushes in to keep the foe pinned down. 

Daily ♦ Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage. 

Effect: One ally adjacent to the target shifts his or her speed as 
a free action. Then, choose a different ally within S squares 
of you that can see and hear you. That ally makes a charge 
attack against the target. 


Get Down! Warlord Utility 6 


Your barked order draws attention to you long enough for a 
covered or concealed ally to hide. 

Encounter ♦ Martial 

Minor Action Close burst 5 

Target: One ally in the burst 

Effect: The target can shift half his or her speed as a free action 
to a square where he or she has cover or concealment and 
make a Stealth check with a +5 power bonus to become 
hidden. 

Level 7 Encounter Exploit 


Friendly Fire Warlord Attack 7 


Such is your presence that you panic an enemy into acciden¬ 
tally hitting one of its allies. 

Encounter ♦ Martial 

Immediate Reaction Close burst 10 

Trigger: An enemy misses you or an ally you can see with a 
melee or ranged attack. 

Target: The triggering enemy 

Effect: The target repeats the attack as a free action against a 
creature you choose within 2 squares of the target of its 
original attack. The new target must still be legal for the 
attack. 


February 2010 | DRAGON 384 














Class Acts.- The Commando Warlord 


Level 9 Daily Exploit 


Shift the Field Warlord Attack 9 


Swinging your weapon calls your allies to strike. If the plan 
works, you all adjust your positions to respond the battlefield’s 
new developments. 

Daily ♦ Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Strength vs. AC 

Hit: 3[W] + Strength modifier damage. 

Miss: Half damage. 

Effect: Choose two allies within 5 squares of you that can both 
see and hear you. Each ally makes a basic attack as a free 
action against different creatures that are not the targets of 
this attack. 


Level 10 Utility Exploit 



An ally’s efforts are renewed against those you oppose. 

Daily ♦ Martial 

Immediate Reaction Close burst 5 


Trigger: An ally in the burst misses all targets with an attack 
when using an action gained by spending an action point 
Target: The triggering ally 

Effect: The target gains 1 action point. Spending this action 
point does not count against the limits on action point ex¬ 
penditures for this encounter. If the target does not spend 
the action point before the end of the encounter, it is lost. 


Level 13 Encounter Exploit 


Level 17 Encounter Exploit 


Blade Burst Trap Warlord Attack 13 


Your careful preparations unleash a devastating trap, but you 
are experienced enough to let them go should your situation 
change. 

Encounter ♦ Martial 

Immediate Reaction Close burst 5 

Trigger: An enemy in the burst hits you or an ally with an 
attack. 

Target: One ally adjacent to triggering enemy 
Effect: The target makes a melee basic attack as a free action 
against each enemy adjacent to him or her. If the attack 
hits, the enemy is also dazed until the end of the target’s 


Level 15 Daily Exploit 


Vanishing Forces Warlord Attack 17 


An aggressive attack draws attention away fromyour allies so 
they can move into position while remaining unseen. 

Encounter ♦ Martial, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage, and the target is 
marked by you until the end of your next turn. 

Effect: Each ally within 5 squares of you that you can see shifts 
his or her speed as a free action to a square with cover or 
concealment and makes a Stealth check to become hidden. 
Before the end of your next turn, each of those allies gains 
a +5 power bonus to its next damage roll made against an 
enemy from which it is hidden. 


Call to Action Warlord Attack 15 


A shouted command calk your allies to act, helping them to 
find new reserves or driving them to strike your enemies down. 
Daily ♦ Healing, Martial 
Standard Action Close burst 10 

Target: One, two, or three targets that can hear you in burst 
Effect: Each target can choose to spend a healing surge, make 
a basic attack, or make a charge attack as a free action. 

Each ally that makes an attack as a result of this effect must 
choose a different target and deals 1 dl 0 extra damage on 
a hit. 


Level 16 Utility Exploit 


Pincer Formation Warlord Utility 16 


Reading your enemy’s intent, you increase the pressure so it 
cannot escape your grasp. 

Encounter ♦ Martial 

Immediate Reaction Close burst 5 

Trigger: An enemy adjacent to you moves or shifts 
Target: You and one ally in the burst adjacent to the 
triggering enemy 

Effect: The target shifts his or her speed and must end this shift 
in a square adjacent to the triggering enemy. 


Level 19 Daily Exploit 


War Dance Warlord Attack 19 


One attack from you sees each ally moving into planned posi¬ 
tions and striking with speed and force. 

Daily H Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Strength vs. AC 

Hit: 3[W] + Strength modifier damage. 

Miss: Half damage. 

Effect: Each ally that can see and hear you within 5 squares of 
you can shift his or her speed as a free action. Each of these 
allies gains 10 temporary hit points the first time he or she 
hits with an attack made before the end of your next turn. 


February 2010 | DRAGON 384 













Class Acts.- The Commando Warlord 


Level 22 Utility Exploit 


Sound the Retreat Warlord Utility 22 


Whenyour doom casts its shadow uponyou,you sound the 
retreat, compelling your allies to quit the battlefield. 

Encounter ♦ Martial 

Immediate Reaction Close burst 10 

Trigger: You are bloodied by an attack 
Target: You and each ally in burst 

Effect: The target shifts a number of squares as a free action 
equal to his or her speed. 

Level 23 Encounter Exploit 


Critical Misfire Warlord Attack 23 


Whenyour enemies are victims of friendly fire, they experi¬ 
ence a criticalfailure in their battle plan. 

Encounter ♦ Martial 

Immediate Reaction Close burst 10 

Trigger: An enemy misses you or an ally you can see with a 
melee or ranged attack 
Target: The triggering enemy 

Effect: The target repeats the attack as a free action against a 
creature you choose within 2 squares of the original target 
of the triggering attack and deals 2d10 extra damage on a 
hit. The new target must still be legal for the attack. 


Level 25 Daily Exploit 


Warlord’s Fury Warlord Attack 25 


You hurl the enemies back onto your allies’waiting weapons. 

Daily ♦ Martial, Weapon 

Standard Action Close burst 1 

Target: Each enemy in burst 

Attack: Strength vs. AC 

Hit: 3[W] + Strength modifier damage and you slide the target 
5 squares. The target takes 1 [W] extra damage for each of 
your allies adjacent to it at the end of the slide. 

Miss: 3[W] + Strength modifier damage and you slide the 
target 2 squares. 


Level 27 Encounter Exploit 


A Plan Comes Together Warlord Attack 27 


You read the enemy’s intent and spring your trap. Your allies 
bring the unsuspecting foe down. 

Encounter ♦ Martial 

Free Action Close burst 10 

Trigger: An enemy in burst starts its turn 
Primary Target: One ally adjacent to the triggering enemy 
Secondary Target: One ally in the burst 
Effect: The primary target makes a melee basic attack as a free 
action against the triggering enemy; on a hit, the target is 
dazed. Then, the secondary target makes a charge attack 
as a free action against the triggering enemy; on a hit, the 
target falls prone. 


About the Author 

Robert J. Schwalb is an award-winning game designer 
whose more recent work can be found in the Player’s 
Handbook® 3, Martial Power™ 2, and Draconomicon™ 2: 
Metallic Dragons. 


Level 29 Daily Exploit 


Victory by Design Warlord Attack 29 


Leading with an attack announces the start of your cunning 
stratagem. 

Daily ♦ Martial, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier damage. 

Effect: Choose up to four allies within 10 squares of you that 
can see and hear you. Each ally can either make a charge 
attack, make a basic attack, or shift up to his or her speed 
as a free action. The allies that choose to charge or make 
basic attacks deal 1 dl 0 extra damage on a hit and cannot 
attack the same target or the target of this attack. 




2010 | DRAGON 384 












Winning Races.- 

CjMOTV4 *PS ByBrianYablon 

I ^ * V % v fci -r Illustration by Tyler Walpole 


N ormally viewed as quiet and shy, gnomes live in 
communities nestled within the deep forests of the 
Feywild and the world, and they strive to be overlooked 
by danger as a matter of survival. However, although gnomes 
have the often well-deserved reputation of wanting to avoid conflict, 
they are by no means pacifists. Gnomes know that confrontation is 
inevitable no matter how well a community hides itself-and sometimes, 
taking the fight to an enemy first is the best defense possible. 

Whether in the world-where goblins, kobolds, and other foul creatures threaten 
their warrens-or in the Feywild-where eldritch beasts, carnivorous plants, and 
malicious fey threaten them-gnomes have always required ways of combating and 
dealing with their deadly and often more numerous enemies. As a result, they have 
developed many specialized fighting techniques that take advantage of their talents 
for illusion, stealth, the fey magic coursing in their veins, and even their diminutive 
size, and they turn these techniques against their foes to devastating effect. 

Included in this article are two new paragon paths for gnome defenders: one each 
for the paladin and swordmage. The gnome nightcloak is a stealthy paladin who is 
as at home striking from the shadows as fighting evil in the light of day. The 
phantasm guard merges the gnomes’ natural affinity for illusions with their 
swordmage training to produce a unique arcane tradition. 


TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


February 2010 | DRAGON 384 




BACKGROUNDS 


The following backgrounds are suitable for any 
gnome character. 

Brawny Gnome 

You’ve always been stronger than your fellow gnomes, 
and because of that you didn’t fit in fully with the 
other youths. As your friends studied the magical arts 
and illusions, you were more content to hunt, do physi¬ 
cal labor, or drill with the militia. Do you prefer being 
straightforward and forceful over crafty and quiet? 
Maybe you seek to prove yourself to members of the 
larger races, challenging them to arm wrestling and 
other feats of strength or endurance. Or you might be 
content to let opponents underestimate you, then sur¬ 
prise them later with unexpected bursts of power. 

Associated Skills: Athletics, Endurance 

Urban Gnome 

You grew up in a large town or city that had large 
buildings and many people. You’re at home in the 
bustle of town life, and dodging through crowds is 
second nature. Perhaps you dress in bright and flashy 
clothing to stand out among the throngs (and to avoid 
falling underfoot). Or do you cultivate a quieter exis¬ 
tence, where you stay out of sight and out of mind so 
that you can be left to your own devices in the packed 
streets? Did you ever long for the hidden forest home 
you never knew, nestled deep among the roots of 
massive trees? Or do you feel somehow guilty for not 
being terribly interested in the traditional home of fey 
creatures? Do gnomes from the forests find you an 
oddity when they meet you? 

Associated Skills: Diplomacy, Streetwise 


Winning Races.- Gnomes 





the interests of gnomes and other goodly races by 
rooting up the seeds of evil in the darkness that shel- 

Some might question your covert methods, 
demanding justice be carried out in full view of all; 
even considering stealth to be tantamount to cow¬ 
ardice. But you know it’s best to fight darkness with 
darkness so that you can preserve the overall peace 
of the innocents. And besides-nobody will ever see 
you. 

By day you might cultivate an image of the friendly 
gnome knight in shining armor, but when darkness 
falls, you assume a sterner demeanor, silently and 
ruthlessly hunting down corruption and villainy 
before sunrise, when you return to your gregarious 
ways with none the wiser. 

Gnome Nightcloak Path Features 


GNOME NIGHTCLOAK 

“Striking down evil from the darkness, and returning 
silently before the light of dawn.” 

Prerequisite: Gnome, paladin, trained in Stealth 

Blending divine magic with your race’s gifts for 
stealth and cunning, you follow the path of the night- 
cloak. You bend the shadows that can hide villainy 
to your own purposes. You seek to protect yourself 
and your allies from threats, and you seek out evil 
where it hides under cover of darkness-eliminating 
it silently, before it can erupt forth to threaten the 
world of light. 

An armored defender of your faith, you none¬ 
theless have learned to become a silent predator, 
shrouded by protective shadowstuff and able to slip 
in and strike where foes are least prepared. You can 
step through the boundary between light and dark 
to cover distance quickly, or briefly disappear from 
view to find a new position or to make a surprise 
attack. 

Originally created by adherents of Sehanine 
for missions requiring some degree of subtlety, the 
nightcloak tradition has since spread to gnomes of 
all faiths. Indeed, with the gnome value for secrecy 
and preservation of outward peace, some would 
say a group of warriors such as the nightcloaks was 
inevitability. Many nightcloaks defend hidden gnome 
communities from danger, venturing out to sabotage 
or eliminate growing threats without leaving a trace 
of their presence. Still others travel the world, alone 
or in like-minded bands of heroes, quietly protecting 


Veil of Darkness (11th level): You can use your 
Charisma modifier instead of your Dexterity modi¬ 
fier when making Stealth checks. In addition, when 
you use your fade away racial power, you or one ally 
adjacent to you gains resistance to all damage equal 
to your Charisma modifier until the end of your next 
turn. 

Leaping Shadow Action (11th level): When you 
spend an action point to take an extra action, you can 
teleport your speed before or after the action. 

From the Shadows (16th level): Once per round 
when you hit a target marked by you that is also 
granting combat advantage to you, you may deal 2d6 
extra damage to that target. 


February 2010 | DRAGON 384 








Winning Races.- Gnomes 


Gnome Nightcloak Prayers 


Shadowstride Gnome Nightcloak Attack 11 
Rebuke 


As your foe sets up to attack a nearby ally, you appear next to 
it and drive it back. 

Encounter ♦ Divine, Teleportation, Weapon 
Immediate Reaction Melee weapon 

Trigger; A creature you can see hits or misses an ally 
Effect: You teleport a number of squares equal to your speed 
and make the following melee attack. 

Target: The triggering creature 
Attack: Charisma vs. AC 

Hit: 2[W] + Charisma modifier damage, and you push the tar¬ 
get 1 square. The target is subject to your divine sanction 
until the end of your next turn. 



Darkness swirls around your ally, who then seems to vanish 
like a wisp of smoke. 

Encounter ♦ Divine, Illusion 

Minor Action Close burst 5 

Target: You or one ally in burst 

Effect: The target becomes invisible until the start of its next 
turn or until it attacks. 


Tumultuous 

Shadowflow 

Gnome Nightcloak 1 
Attack 20 1 

Shadow flows around your 
after your attack. 

blade then surges over your foe 

Daily -4 Divine, Weapon 
Standard Action 

Target: One creature 
Attack: Charisma vs. AC 

Melee weapon 


Hit: 4[W] + Charisma modifier damage. 

Miss: Half damage. 

Effect: Until the end of the encounter, the target takes a -2 
penalty to all attacks and cannot benefit from concealment. 


PHANTASM GUARD 

“You think you’ve faced your worst nightmare? Sorry, that’s 
coming up next.” 

Prerequisite: Gnome, swordmage 

Gnomes are known for their prowess with illusions, 
but many outsiders believe such magic is employed 
merely for hiding and deception. To the gnomes, 
though, illusions are much more. They serve as a 
great equalizer, which they use to attack as well as 
protect. They can assault the minds of foes directly 
using well-crafted figments and phantasmal percep¬ 
tions, which are effective regardless of the physical 
attributes of those involved. 

Your race’s natural talent for illusions combines 
with carefully honed swordmage techniques, creating 
the path of the phantasm guard. Using your magic, 
you assail the minds of your foes, and punish those 
who seek to harm your companions by revealing to 
them glimpses of their worst nightmares and disguis¬ 
ing the true nature of threats. 

Phantasm guards are often outwardly charming 
and compassionate gnomes, expressing a keen under¬ 
standing of and sympathy for their fellow beings. 

As one, you act as a trustworthy confidant who is 
concerned with the plights of others. Frequently 
interested with exploring the meaning of “truth,” 
you might engage in philosophical discussions with 
others to pass the time. However, the purpose of such 
kindness is just as often more cynical: the goal being 
to gain and exploit knowledge of potential adversar¬ 
ies so that you can better and more completely defeat 
your adversaries’ minds if and when the time comes. 


Phantasm Guard Path Features 


Shadowed Aegis (Level 11): Your allies that have 
concealment from enemies marked by you instead 
have total concealment- 

illusory Action (11th level): When you spend 
an action point to take an extra action, you regain the 
use of your fade away power. 

Insidious Mind (16th level): When you hit with 
an attack with the psychic keyword, you gain a +2 
bonus to Will until the end of your next turn. 


Wave of Dread Phantasm Guard Attack 11 


With a wave of your sword, a cloud of ghostly hands and wail¬ 
ing heads swarms out over your enemies, chilling them to the 

Encounter ♦ Arcane, Fear, Illusion, Implement, Psychic 
Standard Action Close blast 3 

Target: Each enemy in blast 
Attack: Intelligence vs. Will 

Hit: 2d6 + Intelligence modifier psychic damage, and the tar¬ 
get is dazed until the end of your next turn. 


Nightmare Phantasm Guard Utility 12 1 

Landscape § 

The world darkens and warps. Bushes and trees sei 
at your enemies, and the earth melts and rises up t 
their feet 

em to cling 
o engulf 

Daily ♦ Arcane, Illusion, Zone 

Standard Action Close burst 3 


Effect: The burst creates a zone of illusory nightm 

are terrain 


that lasts until the end of the encounter. Enemies treat 
squares within the zone as difficult terrain, and allies within 
the zone gain concealment. 


vary 2010 | DRAGON 384 



Febn 











Winning Races.- Gnomes 


Illusory Host Phantasm Guard Attack 20 


A horde of ghostly figures appears around you to act at your 
command, menacing your enemies with afield of blades and 

Daily ♦ Arcane, Implement, Illusion, Psychic, Zone 
Standard Action Close burst 2 

Target: Each enemy in burst 
Attack: Intelligence vs. Will 

Hit: 3d8 + Intelligence modifier psychic damage, and you mark 
the target until the end of your next turn. 

Effect: The burst creates a zone of ghostly warriors that lasts 
until the end of the encounter. Enemies within the zone 
grant combat advantage, and you can make the following 
at-will attack: 

Opportunity Action 

Trigger: An enemy in the zone shifts or makes an attack 
that does not include you as a target. 

Target: The triggering enemy 
Attack: Intelligence vs. Will 

Hit: 1 dl 0 + Intelligence modifier psychic damage, and you 
mark the target until the end of its next turn. 


HEROIC TIER FEATS 


Any feat in this section is available to a character of 
any level who meets the prerequisites. 


About the Author 

Brian Yablon is a fan of all the things in D&D that come in 
small packages but pack a big punch, but especially the fierce 
gnomes. This is his first contribution to Dragon. 


Armored Warrenguard 

Prerequisite: Gnome 

Benefit: You ignore the speed penalty normally 
incurred by chainmail and scale armor. In addition, 
you gain a +1 bonus to AC against attacks from Large 
or larger enemies. 


Distracting Challenge 

Prerequisite: Gnome, paladin, Divine Challenge 
class feature 

Benefit: When a target takes damage from your 
Divine Challenge, it grants combat advantage until 
the start of its next turn. 


Enshrouding Touch 

Prerequisite: Gnome, paladin, lay on hands or vir¬ 
tue’s touch power 

Benefit: Each ally targeted by your lay on hands or 
virtue’s touch power gains concealment until the end 
of his or her next turn. 


February 2010 | DRAGON 384 










Winning Races.- 

WINTERKIN ELADRIN 


By Robert J. Schwalb 

Illustration by Tyler Walpole 


O ne might mistake the lands ruled by an archfey as being 
a nation, much like a mortal king might claim dominion 
over a region in the middle world. Similarities exist, but the 
archfey’s authority is both more and less. Archfey have little interest in 
interfering with their subjects’ lives, and thus do not place expectations 
on their subjects or concoct complex laws. They leave the fey people 
to abide by the ancient customs that have always informed life in this 
unruly plane. The archfey’s presence permeates the landscape and 
its inhabitants, altering them to reflect its nature. Anyone who lives 
under an archfey’s influence for long tends to acquire certain traits 
and characteristics that set them apart from fey inhabiting other 
realms in the Feywild. 


Among those touched by the archfey and their realms are the winterkin. 
Cousins to the eladrin found throughout the Summer Lands and on its 
borders, they retreated to the Winter Lands following the Kinstrife Wars that 
led to the Sundering. In living apart from other eladrin, the winterkin were 
changed by their proximity to the Winter Fey, awakening new abilities and new 
powers from the archfey who rule these lands. Differences aside, the winterkin 
remain eladrin and share many of the same attitudes and beliefs upheld in the 
shining cities to the south. 


February 2010 | DRAGON 384 



Winning Races.- Winterkin Eladrin 


Physical Qualities 

The winterkin share many traits with other eladrin, 
but centuries spent living alongside the winter fey 
have left an indelible mark. Winterkin have lighter 
skin tones, ranging from pale blue to stark white. Hair 
coloring is equally light, with silver being the domi¬ 
nant color. Albinism is common to the winterkin, and 
eye color ranges from blood red to ice blue. Winterkin 
have almost gaunt frames. Still, they are a beautiful 
people, possessed of uncommon grace and elegance. 

Playing a 
Winterkin Eladrin 

The winterkin have strong bonds with the Feywild 
and rarely emerge from their sparkling realms to ven¬ 
ture to other lands let alone the natural world. Living 
in shining citadels raised along the Cold Lands’ 
wintry borders, the winterkin watch the distant north 
for trouble and protect their territories from attack by 
their ancient enemies, the fomorians. These fortresses 
are more than strongholds; they are cities, replete 
with glittering towers and delicate bridges, and suf¬ 
fused with the Feywild’s wild magic. Only rarely do 
these bastions drift between worlds, and during these 
uncommon events the winterkin find their way into 
the mortal world. 

Cultural and geographical distance separates the 
winterkin from their eladrin cousins. Where the 
eladrin are content to wile away their days reflect¬ 
ing on the past and future in the comforts afforded 
by their splendid cities, the winterkin struggle to 
survive. They must contend with the punishing 
storms blowing down from the frozen wastes, coax 
their crops from rocky soil, and preserve what few 


resources they have for the next generation to follow. 
Winterkin are a serious people, grounded firmly in 
the present and without the fanciful flights that grip 
other fey peoples. 

Winterkin are not above raiding and they fre¬ 
quently mount forays into the Feydark to strike at 
fomorian strongholds or venture into the warmer 
lands to plunder the softer lands for their bounty. 
Their warlike nature might arise from necessity, but 
the winterkin count few friends in the Feywild. 

Like all eladrin, the winterkin see Corellon as 
their maker, but many feel the Lord of Magic has 
abandoned them, leaving them to fend for themselves 
in the unforgiving wilderness. As a result, other gods 
have come to prominence among the winterkin. 
Melora is popular among the warriors, but even 
her influence cannot compare to the presence and 
respect the Raven Queen enjoys. 

Winterkin Eladrin Characteristics: Alien, cold, 
intense, melancholic, menacing, reflective 

Winterkin Backgrounds 

A winterkin eladrin has access to the following back¬ 
ground elements. 

Bringers of Spring: The Pale Prince, the Lord 
of the Longest Night, is chief among those enemies 
arrayed against the winterkin. An exploitative power, 
consumed by evil, this archfey tests the winterkin 
by sending agents forth to infiltrate the border for¬ 
tresses and turn the winterkin toward his purpose. 

To combat the Pale Prince’s growing threat, many 
warriors join a loose coalition named the Bringers 
of Spring, and they make it their life’s work to strike 


against the archfey’s forces, root out their infiltra¬ 
tors, and oppose the archfey at all fronts. You were 
a Bringer of Spring and fought against the archfey’s 
forces. How did this service end? Were you a lone 
survivor or did you break from the society for another 
reason? How do you see these warriors now? 
Associated Skills: Arcana, History 
White Riders: The Winter Lands are short 
on resources and those living in them must range 
beyond their borders to gather the supplies they need 
to survive. Called the white riders for their gleam¬ 
ing armor and the winter wolves they ride, the riders 
have a ferocity that fey peoples across the lands fear. 
You were a raider and innocent blood stains your 
hands. Why were you chosen to become a white 
rider? Whom did you raid? What experiences haunt 
you? If none, why did you leave the white riders? 
Associated Skills: Intimidate, Nature 
Wintertouched: The Pale Prince looms large in 
the Winter Lands, and while not the true sovereign 
of the Winter Court, his power grows. Many fear he 
will claim the entire court and all the winter fey as 
his own. Those who come into his service are called 
the wintertouched, because they are his thralls. For 
a time, you served the Lord of the Longest Night, but 
you somehow threw off his bonds. What drew you 
into his service? What missions did you undertake? 
Why did you quit? Did a single event lead to this deci¬ 
sion? If so, what was it? 

Associated Skills: Arcana, Stealth 


February 2010 | DRAGON 384 






Winning Races.- Winterkin Eladrin 


Bralani Wintersoul 

“I am the winter storm, the screaming blizzard, and the 
blinding snow.” 

Prerequisite: Eladrin 

Nobility to the eladrin people is more than status—it 
is an investiture of power granted by the archfey in 
exchange for binding oaths and devotion. The eladrin 
refer to their nobles by many titles, and one traveling 
in their circles is bound to encounter coure, novier, 
firre, and others. Each title reflects a particular pact 
and the magical power gained as a result. The bralani 
are eladrin nobles who bind themselves to those arch¬ 
fey associated with nature, the seasons, and storms. 
The power they wield allows them to harness ele¬ 
ments and make them their own. 

You are a noble eladrin, having earned your 
greater standing through a pact made with the 
Winter Court. While the Winter Court expects you 
to serve it, the archfey rarely call in their debts. Thus 
you are free to pursue your own agenda as long as 
it is not at odds with your patron. You can harness 
winter’s power, weaving its wild magical energy into 
devastating attacks. Your connection to winter trig¬ 
gers other changes. Your skin becomes cold to the 
touch, your features assume a blue hue, and the air 
around you holds winter’s chill. 


Bralani Wintersoul Path Features 

Winter’s Touch (11th level): When a cold attack 
hits you, your melee and ranged attacks deal extra 
cold damage equal to your Dexterity modifier or your 
Intelligence modifier until the end of your next turn. 

Wintersoul Flurry Action (11th level): When 
you spend an action point to make an attack, you 
create a zone of flurrying snow in a close burst 5 that 
lasts until the end of your next turn. Squares in the 
zone are difficult terrain and lightly obscured for 
enemies. 

Icy Presence (16th level): Any enemy that starts 
its turn in a square adjacent to you is slowed until the 
end of its turn. 

Bralani Wintersoul Powers 


Kiss Bralani Wintersoul 11 


Snow flies and solidifies around your opponent, binding it in a 
frigid embrace. 

Encounter ♦ Cold 

Standard Action Ranged 5 

Target: One creature 

Attack: Your highest ability modifier + 6 vs. Fortitude 
Level 21: Your highest ability modifier + 9 vs. Fortitude 
Hit: 1 dl 0 + your highest ability modifier cold damage, and the 
target is immobilized until the end of your next turn. 
Aftereffect: The target takes S cold damage and is slowed until 
the end of your next turn. 


Snowfall Bralani Wintersoul 12 


The enemy’s attack causes you to fly apart in a cloud of swirl¬ 
ing snow. 

Encounter ♦ Zone 

Immediate Reaction Close burst 2 

Trigger: You are damaged by an attack 
Effect: The burst creates a zone that lasts until the end of 
your next turn. Squares in the zone are lightly obscured. 
While you are in the zone, you have concealment and 
insubstantial. 






rd Blast 


Bralani Wintersoul 20 


Snow and ice explodes from your fingertips to scatter your foes 
and bind them with ice. 


Daily ♦ Cold, Teleportation 

Standard Action Close blast S 

Target: Each creature in blast 

Attack: Your highest ability modifier + 9 vs. Fortitude 
Hit: 3d6 + your highest ability modifier cold damage, and the 
target is blinded and immobilized (save ends both). 

Miss: Half damage, and until the end of your turn the target 
takes a -2 penalty to attack rolls and is slowed. 

Effect: You teleport to any square within the blast. 


February 2010 | DRAGON 384 









Winning Races.- Winterkin Eladrin 


Feats 

The following feats introduce the Winterkin Heri¬ 
tage feat as well as provide you with options for your 
winterkin character. 

Heroic Tier Feats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Chilling Presence 

Prerequisite: Winterkin Heritage 
Benefit: When you use winter’s shroud, you can 
deal 5 cold damage to the triggering enemy instead of 
teleporting. Increase the damage to 10 at 11th level 
and 15 at 21st level. 

Ice Walk 

Prerequisite: Winterkin Heritage 
Benefit: You ignore difficult terrain that is ice or 
snow. 

Swirling Snow 

Prerequisite: Winterkin Heritage 
Benefit: Whenever you use winter’s shroud, until 
the start of your next turn your square and squares 
adjacent to you are lightly obscured. 


Winterkin Heritage 
[Eladrin Bloodline] 

Prerequisite: Eladrin 

Benefit: You gain the winter’s shroud power. In 
addition, you gain resist cold equal to 5 + one-half 
your level. 


Winter’s Shroud Winterkin Racial Power 


When the enemy’s attack falb, snow swirb around you to 
whisk you to safety. 

Encounter ♦ Teleportation 

Immediate Reaction Personal 

Trigger: An enemy damages you with an attack 

Effect: You teleport 3 squares and gain concealment until the 


Winter’s Reach 

Prerequisite: Winterkin Heritage 
Benefit: When you use winter’s shroud, increase 
the distance you teleport by a number of squares 
equal to your Dexterity modifier or your Intelligence 
modifier. 


Paragon Tier Feat 


Any feat in this section is available to a character of 
11th level or higher who meets the prerequisites. 


Winter's Heart 

Prerequisite: 11th level, Winterkin Heritage 
Benefit: While you are not bloodied, any enemy 
that hits you with a melee attack is slowed until the 
end of its turn. 

About the Author 

Robert J. Schwalb is an award-winning game designer 
whose more recent work can be found in Martial Power™ 

2, Draconomicon™: Metallic Dragons, and Primal Power™. 
Robert lives in Tennessee. 


February 2010 | DRAGON 384 







Channel Divinity.* MiELIKKI 


By Matthew Sernett 

Illustration by Chad King 


“I rarely pray. I prefer to speak to my goddess through my daily actions, and 
through my honest emotions. I need not gloss over what has occurred with 
pretty words, twisting them to show myself most favorably. IfMielikki is with 
me, then she knows the truth, knows how I act and how I feel.” 

-Drizzt Do’Urden, in Starless Night 


The Forest Queen has long dwelt in quiet glades and the peaceful hearts of those who walk 
the wilderness. Her voice is heard in the whisper of the wind-blown canopy, and her touch is 
felt by all who look upon a unicorn with wonder. Mielikki is goddess of forests, but she is also 
a protector of those who enter them. She gives her love to those at home in the wild world or 
those who seek solace away from civilization. 

Mielikki’s worshipers rarely gather in great numbers, and she is often prayed to alongside 
Silvanus and Chauntea. She has no temple as such, and the exact nature of worship to her varies 
by individual. Hunters give her homage in the hopes of success and then take only what they 
need from the forest. Travelers through the wild ask her protection and then take care to leave 
little sign of their passage. Her most devout followers are rangers, wardens, and others who seek 
to live in complete harmony with the wild—not as beasts themselves but as careful stewards and 
friends to animals. 

Mielikki has been called the Daughter of Silvanus, since her outlook is thought of as the 
combination of Silvanus’s focus on the natural world and the love of Sune, goddess of beauty 
and affection. Yet however apt the description might be, this notion is merely a romantic fancy. 
Mielikki works independently of the greater god Silvanus, but her calm presence in the Deep 
Wilds often serves to temper his wrath at those who despoil the world. 



TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


Febn 


try 2010 | DRAGON 384 







Channel Divinity: Mielikki 


BACKGROUNDS 

Mielikki touches the heart of all who feel wonder in 
wilderness, but her favored domain is the woodlands 
of the world. If your character worships Mielikki, 
where did he or she gain an appreciation for the 
natural world? One easy way to make this decision 
is to base it upon a forest in the region from which 
your character comes. Below are brief background 
suggestions for the major forests of the regions and a 
pointer for where to find more information about the 
woodland. 


PLAYING A DEVOTEE 
OF MIELIKKI 

As a devotee of Mielikki, you live to protect the 
natural world from destruction. Yet Mielikki is 
not unaligned like Silvanus. Mielikki hopes you 
act not only for the good of the natural world, 
but the world as a whole. 

Ignorance fells more forests than evil, so it 
is your duty to teach as well as defend. You 
try to live in harmony with the natural world, 
and it’s your calling to help others to learn to 
do the same. 

Just remember that although you’re playing 
a hero of nature, your friends might not be. It’s 
not your job as a servant of Mielikki to impose 
her values upon others. Your character is sup¬ 
posed to lead by example and help others to see 
the value of living in harmony with the world. 
Remember also that your character might be 
flawed or pragmatic. Sometimes you’ll make the 
wrong decisions for the right reasons. 


Aglarond: See page 76 of the Forgotten Realms® 
Player’s Guide for information about the Yuirwood 
and check out page 77 for the Yuirwood Ranger 
background. 

Amn: See page 80 of the Forgotten Realms Player’s 
Guide for information about the Snakewood. Perhaps 
you delved into the Snakewood in search of the 
absent green dragon’s lair and discovered instead 
a faith in Mielikki after she protected you from the 
dangers of the snake-filled forest. 

Baldur’s Gate: See page 82 of the Forgotten 
Realms Player’s Guide for information about the Cloak 
Wood and Werewoods. You might be from a family 
of loggers of the Cloak Wood and be the one who 
ended the threat to them with Mielikki’s aid. The 
Werewoods could be a great background location for 
a shifter character. 

Cormyr: See page 88 of the Forgotten Realms 
Player’s Guide for information about the King’s Forest. 
Perhaps you were a poacher or a hero of the people¬ 
like Robin Hood, who opposed a corrupt official. 

Dalelands: See pages 90 and 91 of the Forgotten 
Realms Player’s Guide for information about the 
Cormanthor. Perhaps you’re an ally to the elves or 
citizen of Myth Drannor and found Mielikki a more 
appealing deity than Corellon. Alternatively, perhaps 
you are alone drow survivor of the purges of the 
wood. See Myth Drannor for more information. 

Dragon Coast: See pages 92 of the Forgotten 
Realms Player’s Guide for information about the 
Gulthandor Forest. This forest hosts many fey and 
half-elves, and most are initially welcoming of 
strangers. Perhaps you were a pirate who thought to 
take advantage of the forest’s hospitality but learned 
instead to love the place. 


Gray Vale: See page 100 of the Forgotten Realms 
Player’s Guide for information about the High Forest 
and page 101 for information about the Southwood. 
Check out page 101 for the Savage Youth and 
Woodland Hunter backgrounds. 

Great Dale: See page 102 of the Forgotten Realms 
Player’s Guide for information about the Dunwood and 
Forest of Lethyr. Check out the Adventurers section 
on page 103 for three great backgrounds. 

Impiltur: See page 106 of the Forgotten Realms 
Player’s Guide for information about the Gray Forest. 
Perhaps you ventured into the forest and became 
possessed by an eladrin ghost. Now your only solace is 
the beauty of the wilderness. Spend too long in civilized 
lands and the ghost’s personality begins to take over. 

Lurar: See page 108 of the Forgotten Realms 
Player’s Guide for information about the Glimmerwood. 
This is a great location for shifter, half-ore, or barbarian 
characters to have learned about Mielikki. If you’re not 
native to the wood, perhaps you ventured in following 
rumors of Everlund s lost elder (see page 109). 

Myth Drannor: See pages 114 and 115 of 
the Forgotten Realms Player’s Guide for general 
information about the Forest of Cormanthor. Both the 
“Adventurers” and “Character Motivations” sections 
offer great background ideas for a follower of Mielikki. 

Vilhon Wilds: See page 126 of the Forgotten 
Realms Player’s Guide for information about 
Chondalwood. Read the “Adventurers” and 
“Character Motivations” sections to see great 
background ideas for a follower of Mielikki. 

Another Forest: Plenty of named and unnamed 
forests throughout the world do not have much, if 
anything, written about them. If you want to have 
discovered Mielikki in one of these woodlands, work 
with your DM to devise details about the place. 


uary 2010 | DRAGON 384 



Eebri 







Channel Divinity: Mielikki 


FEATS 


Below you’ll find feats useful-but not necessarily 
unique-to Mielikki’s faithful. 

Heroic Tier Feats 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Shadow of the Wild 

Prerequisite: Trained in Nature and Stealth 
Benefit: If you are hidden outdoors and you make 
an attack, you can make a Stealth check with a -5 
penalty to remain hidden. 

Wilderness Wariness 

Prerequisite: Trained in Nature and Stealth 
Benefit: You gain a +2 feat bonus to Perception 
checks. 

In addition, if you are outdoors and have any cover 
or concealment when you make an initiative check, 
you can make a Stealth check to become hidden. 

Paragon Tier Feat 

Any feat in this section is available to a character of 
11th level or higher who meets the prerequisites. 

Eorest Walk 

Prerequisite: 11th level, trained in Nature 
Benefit: You ignore difficult terrain in encounter 
areas where the difficult terrain is the result of trees, 
underbrush, plants, or natural growth. This feat does 
not allow you to ignore challenging or hindering 
terrain. 


PARAGON PATH: 
FAVORED OF MIELIKKI 

“I know Mielikki is with me because I sense her. I feel her 
touch as the wind. I hear her voice in the whisper of leaves. 
I see her beauty in the scene around us. Her presence is as 
real as yours. She embraces us with every reverent step we 
take in the wilderness.” 

Prerequisite: Good or lawful good, must worship 
Mielikki 


You’ve felt a love for the wilderness for your entire 
life. Its grand vistas impress you, and even its 
smallest wonders give you reason for delight. When 
you learned of Mielikki, it was like reuniting with 
a longtime friend. You’ve striven at length in her 
service, and your efforts have not gone unrewarded. 

Mielikki smiles upon those who pursue peace with 
the natural world and share that view with others. 
Thus you strive to spread understanding of nature’s 
laws even as you battle to uphold them. It is not 
enough to protect the world from those who live in 


THE REAL MIELIKKI 

Like many deities created for D&D® over the 
years, Mielikki has roots in reality. In the 
Kalevala, the Finnish national epic, the char¬ 
acter of Lemminkainen prays to Mielikki for 
aid in hunting, and llmarinen’s wife prays 
to Mielikki to keep her cattle safe as they 
wander the forest. Mielikki also plays a role 
in the creation of the bear. Mielikki is thus 
viewed as a woodland goddess. 

Ed Greenwood used the real Mielikki 
as his inspiration for her first published men¬ 
tion as a D&D deity in his article “Down to Earth 
Divinity” from Dragon #54. R. A. Salvatore then 
elevated Mielikki’s importance to the Forgotten 
Realms setting by making her the favored deity of 
Drizzt Do’Urden thanks to the blind ranger Montolio 
Debrouchee, and later as the goddess of Pikel Boul- 
dershoulder,the dwarf druid in the R. A. Salvatore’s 
Cleric Quintet series of novels. 

If you’re interested in reading the Kalevala , you 
can check i t out for free at |www.sacred-texts.com/| 
| 1 or you can get a free Kindle download 

of the text from amazon.com. 


it. Instead, those who live in the world 
must be taught to protect it. Of 
course, a student does not learn 
from a teacher with infinite 
patience; those too stubborn or 
stupid to learn the error of their 
ways do not deserve nature’s 
many gifts. 

Favored 
oe Mielikki 
Path Features 

Mielikki’s Generosity (11th 
level): When you spend an action 
point, instead of gaining an extra action, you can 
grant an ally you can see an extra action (minor, 
move, or standard) that the ally can take as a free 
action. You can then spend a healing surge. 

Mielikki’s Sight (11th level): Your attacks do not 
take penalties for cover or concealment when your 
target is outdoors. 

Mielikki’s Judgment (16th level): Your attacks 
against beasts, plants, and aberrant creatures score 
critical hits on rolls of 19-20. In addition, when you 
score a critical hit on a target that is outdoors, the 
target is dazed until the end of your next turn. 



Febn 


irylOlO | DRAGON 384 











Channel Divinity: Mielikki 


Favored of Mielikki Powers 


Protective Vines Favored of Mielikki 11 


Mielikki causes a growth of plants to constrict your foes and 
protect your friends. 

Encounter ♦ Charm 

Standard Action Close blast S 

Target: Each enemy in blast 

Attack: Your highest ability score modifier + 6 vs. Reflex 
Level 21: Your highest ability score modifier + 9 vs. Reflex 
Hit: 2d6 + your highest ability score modifier damage. The 
target is slowed and cannot make opportunity attacks until 
the end of your next turn. 

Level 21: 3d6 + your highest ability score modifier 
damage, and the target is slowed until the end of your 


Treestride Favored of Mielikki Utility 12 


Your faith in Mielikki opens pathways that only creatures as 
close to nature as dryads can see. 

Daily ♦ Teleportation 
Minor Action Personal 

Effect: Until the end of the encounter, you can use a minor 
action to teleport up to 20 squares if you begin and end the 
teleport adjacent to a plant or plant creature of Large size 
or larger. 


Call of the Forest Favored of Mielikki Attack 20 


You draw on your connection to primal nature to cause con¬ 
stricting verdant growth to ensnare your enemies. 

Daily ♦ Zone 

Standard Action Area burst 3 within 1 0 

Target: Each creature in burst 

Attack: Your highest ability score modifier + 9 vs. Will 
Hit: 3d8 + highest ability modifier damage and the target is 
restrained (save ends). 

Effect: The burst creates a zone of verdant growth. The verdant 
growth is difficult terrain and heavily obscured. Each 
enemy that ends its turn in the zone takes 10 damage or 
falls prone (enemy’s choice). Each beast ally and plant ally 
within the zone gains a +2 power bonus to attack rolls until 
the end of the encounter. 


OTHER CHARACTER 
ELEMENTS 

A number of extant character options suit a follower 
of Mielikki well. Below are just a few. 




Camouflage 

Martial Power™ 


Defender of the Wild 

Player’s Handbook® 2 

Fleetness of Mielikki 

Forgotten Realms Player’s Guide 

Grasp of the Wild 

Divine Power™ 

Initiate of the Old Faith 

Player’s Handbook 2 


Power of the Wilderness Divine Power 

Warrior of the Wild Player’s Handbook 


1 Paragon Paths I 

Avenger: Serene Initiate 

Divine Power 

Barbarian: Bear Warrior 

Player’s Handbook 2 

Barbarian: Wildrunner 

Player’s Handbook 2 

Cleric: Compassionate Healer 

Divine Power 

Cleric: Messenger of Peace 

Divine Power 

Elf: Twilight Guardian 

Player’s Handbook 2 

Elf, Ranger: Sylvan Archer 

Martial Power 

Paladin: Faithful Shield 

Divine Power 

Paladin: Hospitaler 

Player’s Handbook 

Ranger: Feral Spirit 

Martial Power 

Ranger: Horizon Walker 

Martial Power 

Ranger: High Forest Scout Forgotten Realms Player’s Guide 

Ranger: Pack Runner 

Martial Power 

Ranger: Pathfinder 

Player’s Handbook 

Ranger: Wildcat Stalker 

Martial Power 

Seeker: Crimson Hunter 

Player’s Handbook 3 

Seeker: Seven Fates Archer 

Player’s HqndboofcBB 

Shaman: Ghost Panther 

Player’s Handbook 2 

Shaman: Great Bear Shaman 

Player’s Handbook 2 

Warden: Bloodwrath Guardian 

Player’s Handbook 2 


Warlord: Pack Master 

Dragon" Magazine #364 

Warden: Horned Champion 

Player’s Handbook 2 

Warden: Verdant Lord 

Player’s Handbook 2 


1 Epic Destinies 1 

Avatar of Freedom 

Divine Power 

Avatar of Hope 

Divine Power 

Avatar of Life 

Divine Power 

Chosen Forgotten Realms Player’s Guide 

Divine Class: Saint 

Divine Power 

Harper of Legend 

Dragon Magazine #367 

Primal Class: Glorious Spirit 

Player’s Handbook 2 

Primal Class: Primal Avatar 

Player’s Handbook 2 

Fighter: Eternal Defender 

Martial Power 


Ranger: Beastlord Martial Power 


About the Author 

Matt Sernett started with Wizards of the Coast in 2000 
as an assistant editor for both the Dragon® and Dungeon® 
magazines. Matt followed the magazines when they 
transferred to Paizo Publishing, eventually becoming Editor- 
in-Chief of Dragon. In 2004 Matt returned to Wizards of 
the Coast as a designer for D&D®, changing title in 2007 
when he became a creative designer for digital games at the 
company. Today Matt splits his time between design for D&D 
and doing world-building and writing flavor text for Magic: 
The Gathering.® 


February 2010 | DRAGON 384 



















Channel Divinity: 

Avandra's Fortunes 

By Robert J. Schwalb 

Illustration by Chad King 



Ancient compacts forged long ago might prevent the 
gods from taking a direct hand in mortal affairs, but 
one does not have to look hard to find the gods’ influ¬ 
ence in the natural world. Each deity has concerns 
and interests in the world, and people can know the 
gods better through these interests. Most mortals, 
however, lack the wisdom and will to benefit from 
them, to receive the divine insights, or to recognize 
the presence of the gods in the rich and diverse world 
around them. 

However, if there’s one god all adventurers can rec¬ 
ognize, it’s Avandra, because her interests are bound 
tightly to adventure’s spirit. Avandra is the patron 
of freedom, exploration, travel, and above all, luck. 
She is the bringer of change, the indomitable spirit, 
and serendipity incarnate. She is a hero’s constant 
companion and an oppressor’s bitterest enemy. She is 
freedom in divine flesh, beholden to no law but her 
own. And to those looking for hope and liberty in a 
world of darkness and upheaval, they need only look 
to the road ahead, because she is there, beckoning all 
to throw off oppression’s chains and live life as it was 
intended. 


Mortals come to Avandra for many reasons, but 
most adventurers court her because she is Lady Luck. 
One prays to her for prosperity and good fortune, and 
they seek her blessing when they need help in find¬ 
ing a positive outcome in the direst circumstances. 
Given the adventurer’s life of unequaled mayhem, 
Avandra proves a useful, if sometimes fickle, patron, 
and through her adventurers can find victory where 
others would find defeat, treasure where others might 
find death, and glory where countless others have 
found only obscurity. 


uary 2010 | DRAGON 384 



TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


Febn 







Channel Divinity: Avandra 


NEW FEATS 


The following feats help Avandra’s devotees make 
luck their strong ally. Any character that meets the 
prerequisites can take these feats. 

Accursed Challenge 

Prerequisite: Paladin, must worship Avandra 
Benefit: Whenever a creature marked by you 
makes an attack that does not include you as its 
target, that target takes a -2 penalty to saving throws 
until the start of its next turn. 

Avandra’s Boon 

Prerequisite: Any divine class, must worship 
Avandra 

Benefit: Whenever you roll a natural 1 on an 
attack roll or saving throw, you gain a +2 bonus to 
your next attack roll or saving throw made before the 
end of your next turn. 

Avandra's Covenant 

Prerequisite: Invoker, Divine Covenant class fea¬ 
ture, must worship Avandra 

Benefit: When you use a divine encounter or 
daily attack power on your turn, you can allow an 
ally within 10 squares of you to make a saving throw 
instead of using your covenant manifestation. 


Bountieul Fortune 

Prerequisite: Cleric, divine fortune power, must 
worship Avandra 

Benefit: When you use divine fortune, you and 
each ally adjacent to you gain temporary hit points 
equal to your Charisma modifier. 


CONEOUNDING LUCK 

Prerequisite: Halfling, second chance power, must 
worship Avandra 

Benefit: When you use your second chance racial 
power and the triggering enemy’s attack misses, that 
enemy takes a -2 penalty to attack rolls until the end 
of your next turn. 

Guileeul Shiet 

Prerequisite: Halfling, avenger, must worship 
Avandra 

Benefit: When your oath of enmity target misses 
you with an attack, you can shift 1 square to a square 
closer to or adjacent to the target as a free action. 

Haleling’s Strength 

Prerequisite: Halfling, paladin, divine strength 
power, must worship Avandra 

Benefit: Increase the bonus you gain from divine 
strength to Strength modifier + 4. 

Lucky Retribution 

Prerequisite: Halfling, invoker, must worship 
Avandra 

Benefit: Whenever an enemy misses you with an 
attack, you gain combat advantage with your invoker 
attack powers against that enemy until the end of 
your next turn. 


Vengeance’s Reward 


Prerequisite: Avenger, must worship Avandra 
Benefit: When you drop your oath of enmity target 
to 0 hit points, you and each ally adjacent to the target 
gain a +2 bonus to saving throws until the end of your 
next turn. 


AVANDRA AND HALFLINGS 

The connection between Avandra and the hal¬ 
fling race is as old as the halflings themselves. 
Legend holds Avandra favored these people, 
finding much to like in their good natures and 
friendly dispositions. However, she feared for 
them, rightly sensing that cruel tyrants would 
conquer the small and personable folk. Rather 
than see their bright spirits dimmed by oppres¬ 
sion, Avandra gifted the halflings with good 
fortune to give them an edge they needed to 
survive. For this reason, many halflings name 
Avandra as their patron deity, and those who 
go on to become divine champions frequently 
choose her over other gods. 


Febn 


irylOlO ] DRAGON 384 






Channel Divinity: Avandra 


Fortune Blessed 

“The odds are stacked in my favor.” 

Prerequisite: Any divine class, must worship 
Avandra 

Serendipity favors you. You have long proved a con¬ 
stant and loyal servant to Avandra by making her 
interests your own in your ongoing struggle against 
tyranny and in your willingness to explore the world 
and sample all it has to offer. Your virtuous soul and 
good works have won you the goddess’s favor, and 
although you know you were ever in her good graces, 
you realize you have only touched upon what is pos¬ 
sible in her service. 

Becoming fortune blessed makes luck your ser¬ 
vant, yours to shape and manipulate as you desire. 
The goddess permits this mastery as long as you 
advance her aims in the world and remain pure of 
heart and purpose. You have a knack for husband¬ 
ing your good fortune and turning setbacks to your 
advantage. The greater your power becomes, the 
more the impossible becomes possible until one day 
you find there is nothing you can’t achieve with luck 
on your side. 

Fortune Blessed Path Features 

Avandra’s Luck (11th level): Whenever you roll 
a natural 1 or 20 on an attack roll or saving throw 
during an encounter, you gain 1 luck token. Luck 
tokens remain until you spend them or until you take 
an extended rest, at which point you remove all unex¬ 
pended luck tokens. 


Whenever you make an attack roll, saving throw, 
ability check, or skill check on your turn, you can 
expend one luck token after seeing the result. Roll 
a d6. On a result of 1-3, you gain a +1 bonus to the 
triggering roll. On a 4 or 5, you gain a +2 bonus to the 
triggering roll. On a 6, you can reroll the triggering 
roll and use the result you like. You have no limit to 
the number of luck tokens you can spend during an 
encounter, but you can spend only one token per turn. 

Fortune Blessed Implements (11th level): You 
can use any implements you would ordinarily use 
for divine powers with fortune blessed implement 
prayers. 

Lucky Action (11th level): Whenever you spend 
an action point to take an extra action, you can make 
a saving throw. If the saving throw succeeds, you also 
gain one luck token. 

Swift Luck (16th level): The first time in each 
encounter that you roll a natural 18,19, or 20 on 
an attack roll or saving throw, you can take an extra 
move action on your next turn. 


1 Lucky Break 

Fortune Blessed Utility 12 1 

Unexpected fortune turns i 
a close call. 

i certain injury or even death into 

Daily ♦ Divine 
Immediate Interrupt 
Trigger: You take damage 

Personal 

Effect: Reduce the triggering damage by your healing surge 
value. You can spend 1 luck token to add 1 d20 to this 
amount. If this reduces the damage to 0, you also shift 1 

square. 



Fortune Blessed Attack 20 | 


You call to Avandra and ask the goddess to lift her gaze from 
your enemy. For a time, nothing goes right for your chosen foe. 

Daily ♦ Divine, Implement, Psychic 

Standard Action Ranged 10 

Target: One creature 

Attack: Highest ability vs. Will 

Hit: 2d8 + highest ability modifier psychic damage. 

Effect: The target is dazed, slowed, takes a -2 penalty to at¬ 
tack rolls, and takes psychic damage equal to your highest 
ability modifier the first time it misses with an attack on 
its turn (save ends all). Whenever the target succeeds on a 
saving throw to end the effect, you can spend 1 luck token 
as an immediate interrupt to force the target to reroll the 
saving throw and use the second result. 


* 


Fortune Blessed Prayers 


USB 


Fortune Blessed Attack 11 


You steal a bit of luck from your enemy to leave the foe fum¬ 
bling and stumbling through the fight. 


Encounter 4 Divine 

Immediate Reaction Melee touch 

Trigger: An enemy adjacent to you misses you with a melee 
attack 

Target: One creature 

Effect: The triggering enemy repeats the attack against a legal 
target of your choice or itself, with a +2 bonus to the at¬ 
tack roll. If the attack hits and deals damage, it deals extra 
damage equal to your highest ability modifier. In addition, 
if have 0 luck tokens when you use this power, you gain 1 
luck token. 


About the Author 

Robert J. Schwalb is an award-winning game designer 
whose most recent work can be found in the Player’s 
Handbook 3, Martial Power 2, and Draconomicon 2: Metallic 
Dragons. 


February 2010 | DRAGON 384 










DESIGN & DEVELOPMENT 


Debut Commentary: 

The Battlemind 


By Mike Mearls 

Of all the classes in Player’s Handbook 3, the battle- 
mind walked the longest road from concept to final 
execution. We knew we wanted a psionic defender, 
but I’ve never been happy with building a class solely 
on the intersection of a power source and a role. 
While those two things are useful descriptors, they 
aren’t the exciting part of D&D. Nobody dreams of 
being the “martial defender” who defeats the ram¬ 
paging dragon. Players want to be fighters, wizards, 
clerics, and rogues. They want to be part of a living, 
breathing fantasy world. 

With that in mind, I had to come up with a con¬ 
cept for the battlemind that would make the class 
distinct. Even though little of that flavor would shine 
through in the class’s presentation, it was important 
to come up with a context for each mechanical aspect 
of the class. 

The original direction, one that didn’t survive the 
design and development process, cast the battlemind 
as a warrior of the Feywild. The class’s original name 
was the ironjack. I liked the idea of a trickster war¬ 
rior, a champion that used cunning, strength, and 
deception in equal measure. To give you a sense of 
the concept I had in mind, check out the cover of 
Horslip’s “Dearg Doom” by the metal band Slough 
Feg. I really like the story that song tells, and the char¬ 
acter it creates felt like a perfect fit for a battlemind. 


Unfortunately, that concept didn’t hold up well 
with psionic magic as its power source. The link to 
the Feywild felt tenuous at best, forced at worst. Some 
of the concepts of that class survive, but its flavor and 
concept were rolled back to a more typical, psionic 
warrior. Speaking of which, the psychic warrior name 
was one that seemed a little too generic. Battlemind 
ties into a good chunk of the class’s flavor. It felt like a 
better fit that served the specifics of the class. 

Speed of thought is a great example of a power born 
in the ironjack phase. It was originally intended as 
a power that reflected the ironjack’s battle lust, con¬ 
fidence, and speed. It serves a similar role for the 
battlemind, though it is more driven by the power of 
psionic magic than anything else. As a mechanic, it 
was inspired by multiple instances in my campaigns 
where the fighter or warden was stuck at the back 
of the party at the start of a fight. With a few bad 
initiative results, the monsters were upon the group 
before the defender could move into position. Speed 
of thought doesn’t completely solve the problem, but it 
does give the battlemind a lot more flexibility. I also 
liked the cerebral aspect of a warrior who always 
knows where to position himself at the start of a fight. 

The battlemind s demand power drew a bit from 
both the swordmage and the warden. It allows a bat¬ 
tlemind to mark a target for a longer period of time, 


TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


primarily to make the augment option a more com¬ 
pelling choice. It also prevents the battlemind from 
suffering too badly when dazed or otherwise short on 
actions. 

Mind spike is an attempt to subtly encourage a 
battlemind to seek out bigger, more-melee oriented 
enemies. The feedback loop it creates levies a harsher 
penalty against high damage enemies, while also 
guaranteeing the destruction of a marked minion. It 
lacks the predictable output of the paladin’s marking 
ability, and it is less effective against creatures that 
rely on conditions and effects other than damage. 

The battlemind’s encounter and daily powers run 
along a few, key themes. If you’re familiar with psionics 
in previous D&D editions, they should look familiar. 

Finally, battleminds are good at using psionic 
magic to transform their bodies. A battlemind can 
turn his flesh into metal or gain the strength and 
reach of a giant. However, you’ll have to wait until 
the release of Player’s Handbook 3 to see those powers. 
This preview focuses on the battleminds powers 
that have more of a telepathic, mind control bent to 
them. They allow a battlemind to twist his enemy’s 
senses, place phantoms in its mind, and otherwise 
lure it into bad decisions or positions through psionic 
manipulation. 

So, that’s the battlemind in brief. Have fun with it! 


February 2010 | DRAGON 384 







*3 




DESIGN & DEVELOPMENT 


Design &. Development.* 

Martial Power 


By Rodney Thompson & Richard Baker 

Got steel? Martial Power 2 is a brand-new Dungeons & 
Dragons sourcebook that hits the shelves in March. 
Richard Baker (lead designer for Martial Power 2) and 
Rodney Thompson (lead developer for the book) take 
a few minutes to share their thoughts about building 
a sourcebook full of new builds, powers, feats, and 
features for martial heroes. 

Rodney: The Martial Power 2 sourcebook intro¬ 
duces a variety of new options for fighters, rogues, 
rangers, and warlords. Since this book was the second 
power book for martial characters, we had the oppor¬ 
tunity to try some new things and experiment with 
play styles. One of the goals of the book is to find new 
ways for players to use classes that have been around 
since the first Player’s Handbook for 4th Edition, to 
make those classes seem new and fresh for someone 
that has played them before. 

Rich: With that in mind, we set out to outline a 
book that wouldn’t obsolete the Player’s Handbook 
or Martial Power, but instead reinforce existing 
options as we broke into some new design space. 
The first step in outlining Martial Power 2 was to 
examine the existing options for martial charac¬ 
ters. What sort of martial hero did you want to play 
that you couldn’t play now? Was there an obvious 
build possibility that hasn’t been explored yet? How 
could we provide players with something new and 


interesting without abandoning or invalidating pre¬ 
vious options? 

Sometimes, design space was suggested by older 
material in the game. For example, the brawling 
fighter has its roots in 2nd Edition’s Complete Fighter’s 
Handbook and the combat styles described there. In 
comparing 4th Edition to previous editions, I noticed 
that three of the four styles described in that old 
sourcebook appeared in 4th Edition fighter builds, 
but the one-handed style hadn’t yet. That got me to 
thinking about why someone would choose to leave 
that second hand free, which bumped into some 
other musings I’d had about ways to give defenders 
more “sticky” powers. The shadowy rogue build was 
conceived as a way to represent a rogue that moved 
and felt a little more like the thief of earlier editions, 
a character who relied on stealth as his primary 
method for generating combat advantage and spent 
more time skulking about setting up his attacks, 
instead of rushing in to flank at the first opportunity. 

Design space also grew from play patterns or 
story opportunities suggested by existing 4th Edition 
material. For example, early in the outlining pro¬ 
cess, Michele Carter (one of our editors, who plays a 
rogue in a regular game) lamented the fact that the 
4th Edition character building rules made it pretty 
suboptimal to play a smart rogue. Since rogues rely 


2 


on Dexterity and Dexterity covers the Dex-Int ability 
pair for determining your defenses, you’re better off 
spending your ability scores elsewhere. By creating a 
high-intelligence rogue option, we’d not only make 
Michele happy, but we would also help out all the 
other players who might have noticed this same prob¬ 
lem. And this would also shake up the mix of races 
who make good rogue characters. 

We saw another potential opportunity for some¬ 
thing new with the warlord. Unlike the other martial 
classes, the warlord didn’t have a long history in 
the D&D game-its most distant ancestor was the 
marshal from 3rd Edition’s Miniatures Handbook. 
Early in the 4th Edition design process, I wrote a 
class description for the warlord that attempted to 
hammer out some breadth of concept for the class. 

I threw out terms like “barbarian warchief,” “elven 
firstblade,” or “halfling marchwarden.” When I 
brainstormed ideas for the Martial Power 2 warlord, 
the thing I kept coming back to was the idea of what 
elven, dwarven, or halfling warlords might be like. 
None of these races made especially good warlords, 
simply because of the ability score preferences of 
the class. But it seemed to me that there was a real 
opportunity to broaden the class concept in MP 2. As 
a result, the insightful warlord and the skirmishing 
warlord were born. 



I & © 2010 Wizards of the Coas 


Febri 





<0 


THE WISE WARLORD 

Rich: Between the various warlord builds from the 
Player’s Handbook and Martial Power, I felt that we 
had the idea of intelligent and charismatic melee- 
focused warlords covered pretty well. To create some 
new space for the warlord, we’d have to And a way to 
change up the mix. The first thing we decided to try 
was a warlord that featured Wisdom as a secondary 
ability. 

By making a warlord that rewarded a good 
Wisdom score, we opened up a new array of races 
for the warlord class. Before, if you wanted to play 
a dwarf leader, it was really suboptimal to not be a 
cleric. That was sort of a shame, since we had scads of 
flavor and history on the dwarf race suggesting that 
warlords would fit quite well in their culture. Like¬ 
wise, elves now had w ay in to the warlord. 

Of course, simply changing up the secondary abil¬ 
ity for its own sake wasn’t good enough. We needed 
to come up with a story hook on what exactly wise 
warlords did that was different from intelligent or 
charismatic warlords. Why would one power refer 
to Intelligence, and a different power to Wisdom? 
What exactly is the wise warlord doing if he’s not out- 
maneuvering his enemies or inspiring his allies? The 
answer we came up with was the idea of an intuitive 
“gut reaction” warlord, one who was good at read¬ 
ing enemy intentions and anticipating trouble. With 
that in mind, we designed a number of immediate- 
action powers for the insightful warlord to reflect his 
uncanny ability to guess correctly and react quickly. 

Rodney: But just making one of the new war¬ 
lord builds, the insightful warlord, Wisdom friendly 
introduced several challenges. During development 


DESIGN & DEVELOPMENT 


we decided to embrace that idea for the skirmishing 
warlord (the second warlord build in the book), as 
well. The introduction of a new secondary statistic 
drastically narrows the pool of powers that a player 
can draw upon when creating a character. Having 
both warlord builds in this book that use Wisdom 
certainly provides more choice for the new breed of 
Wisdom-secondary warlords, but that also means that 
these powers wouldn’t be as useful to players of other 
warlord builds. 

At this point, we realized that we could make 
these powers much more useful to other warlords 
by having the powers refer to two secondary ability 
scores. As a result, many of the insightful warlords 
use Wisdom or Charisma as a secondary statistic, 
while the skirmishing warlord can use Wisdom or 
Intelligence. Overall, this gives warlord players a lot 
more flexibility in their choice of powers and second¬ 
ary ability scores, and it opens up the class to all those 
new races Rich spoke of. 

THE RANGED WARLORD 

Rich: The other half of our effort to break out some 
new space for the warlord involved the skirmishing 
warlord, as well—a ranged version of a class that was 
formerly strictly melee. The skirmishing warlord con¬ 
cept arose from the same observations I’d had about 
the way different races ought to approach the class; 
it just seemed natural that an elf or halfling warlord 
would prefer to do her work with a bow. 

At first, we started to design the skirmishing 
warlord as a set of class-feature replacements and 
exceptions, but Tavis Allison and Eytan Bernstein, 
the freelance designers who worked on the warlord 


chapter, came back to me and suggested that what we 
were looking at here was really a whole new build, 
and not simply an alternate class feature. Of course, 
they were right, so I revised the outline and turned 

We hit a tough hurdle with the question of the 
skirmishing warlord’s primary ability. Most ranged 
attacks are Dexterity-based, so we wrestled with the 
question of whether we should make the skirmish¬ 
ing warlord powers Dexterity attacks. Of course, that 
would have made all the other warlord powers in 
the game pretty unattractive, since they’re Strength- 
based. Ultimately we decided that it was okay to keep 
the skirmishing warlord powers as Strength attacks. 
After all, he could easily be a distance warlord by 
throwing spears or axes, and if he decided to be a 
Strength-based bow wielder, well, there are plenty of 
literary examples of very strong bowmen (Hercules 
and Odysseus leap to mind). 

Rodney: The Skirmishing Warlord build rep¬ 
resents a pretty radical departure from the normal 
warlord’s modus operandi. Whereas the warlord 
in the Player’s Handbook is a melee combatant, the 
skirmishing warlord pulls the character back from 
the front lines to fight as an archer from the rear 
ranks. Thus far, new builds have not created such 
a fundamental shift in the location the character 
can be found on the battlefield. That said, we have 
experimented with attacks for some classes (like the 
warlock, bard, and artificer) that work well either 
from melee or at range, but the skirmishing war¬ 
lord is the first time we’ve taken a character class 
designed solely for melee combat and pulled it back 
to range. The warlord seemed to be a good choice 
because it doesn’t necessarily require the character 


iber 2009 | DRAGON 381 









<0 


to be in melee to fulfill its role as a leader. (In fact, 
the leader role is one that, like the striker role, can do 
its job in melee or at range without much complica¬ 
tion.) Furthermore, many of the warlords out there 
use polearms and other reach weapons already, and 
the line between a melee combatant with reach and a 
ranged combatant isn’t very large. 

When the skirmishing warlord came into develop¬ 
ment, we knew right away that there were several big 
hurdles we had to cross before the build would feel 
viable to players approaching the book. A big problem 
with introducing a build that is such a big departure 
mechanically is that there will inevitably be fewer 
options for players of those characters. Someone 
approaching the warlord class would find two books 
full of melee powers (not to mention those found on 
D&D Insider), whereas this book would be the only 
source for ranged attack powers. Likewise, a whole 
new suite of ranged attack powers would be all but 
useless to most melee warlords. 

The former problem we tried to solve with the new 
combat styles (explained below), but the latter prob¬ 
lem led us to make sure that some of the new powers 
could be used both in melee and at range. That way, 
we could maximize the number of powers useful 
to the skirmishing warlord while still making them 
available to melee warlords. 

To make the skirmishing warlord work and still 
feel balanced against other builds, we gave the build 
the ability to use Strength for ranged basic attacks, 
but took away proficiency in the light shield and 
chainmail. No longer thrust into melee, the warlord 
suddenly becomes the target of fewer attacks, and 
thus needs the AC boost from those proficiencies less. 
The ability to use Strength for ranged basic attacks 


DESIGN & DEVELOPMENT 


also lets the skirmishing warlord play well with the 
other warlord builds that grant basic attacks, mean¬ 
ing that two warlords in the same party can feel very 
different in the way they play, yet work well as a team. 

COMBAT STYLES 

Rich: While we could have designed Martial Power 
2 without introducing any new game elements, we 
felt that we needed to show off a few things that no 
one had seen before. One of the major new systems 
introduced in the book comes in a series of feats 
collectively called combat styles. Combat styles 
were intended to boost weapon users’ options when 
specializing in a particular weapon, so that weapon 
choice can be an even more iconic part of your char¬ 
acter. More so than other characters, martial heroes 
have reasons to care about their exact weapon selec¬ 
tion, and players of martial heroes want to feel like 
their choice of weapon is important. 

To build a combat style system, we grouped similar 
weapons together into sets that could share a common 
technique or thematic approach. To accommodate the 
possibility of new weapons being added to the game 
system later, we described these groups by their basic 
game identities-for example, one-handed versatile 
blades, or two-handed maces and hammers, or off-hand 
light blades. In a few cases, we looked for groups that 
would include weapons that didn’t see a lot of play from 
the martial classes (the mace or spear, for example) to 
make some interesting new combinations possible. 

The chassis of the combat style system came from 
the domain feats of Divine Power. We had a couple of 
reasons for doing this: First, we wanted combat styles 
to be “domains for martial characters”-an important 


flavor element that explained why your character 
preferred a particular weapon and made otherwise 
similar martial characters feel different from each 
other. Second, we don’t necessarily want players to 
have to learn many different ways of doing similar 
things. Since domain feats are out there already, and 
folks understand how they work, we wanted to take 
advantage of that familiarity in the player base. 

The second level of combat style “specialization” 
we designed was a set of once per encounter “critical 
riders” or 1-round stances that essentially gave you 
an additional power that related to your chosen style. 
Real estate (both physical space and conceptual space) 
is a valuable commodity in sourcebooks. Once you’ve 
spent time describing something like the Tiger Claw 
style or the Nerathan High Blade style, it’s efficient 
to provide additional options or depth on that same 
topic. In other words, twenty-five “deep” styles are 
generally better than fifty “shallow” ones. With that in 
mind, we turned over a combat style system that fea¬ 
tured a beginner’s level—the feats that modified at-will 
powers—and more advanced levels for characters who 
wanted to continue their feat investment. 

Rodney: The original fighting styles turned over 
to development included a new feat that altered your 
at-will attacks based on the weapons you used, and 
then a second feat that gave you a new power. The 
power was triggered when you hit an enemy with the 
weapon, but during development we realized that 
this was not only too complicated a way to express 
relatively simple effects, but also added a whole new 
power to your character ... and characters already 
have a lot of powers. 

Our initial attempt to resolve the issues with the 
second-tier combat style feats resulted in us cutting 


iber 2009 | DRAGON 381 








<s 


DESIGN & DEVELOPMENT 


the new powers altogether and then just folding the 
benefits of those powers into a new feat. Around 
that time in development, we published a few of the 
revised combat styles on D&D Insider as playtest 
content. 

Around the same time, we had a bit of an epiph¬ 
any as to what role the fighting styles should serve. 
More than just more feats that let you specialize in 
particular weapons, the combat styles needed to be 
something that really stood out, mechanically, and let 
you do something you couldn’t otherwise do without 
this feat. Additionally, feats are often either forgotten 
(because their effects are so minor the player doesn’t 
remember them) or slow the game down (because 
they create if/then scenarios where the player has to 
figure out which of his conditional feats applies to the 
current situation). Since we wanted to make sure that 
these combat style feats didn’t introduce more prob¬ 
lems along those lines, we decided to tie the combat 
styles not only to specific weapons but also specific 
powers. When you tie a feat to a particular power, you 
can write that feat’s effect down on your power card 
(or your cheat sheet, if you’re like me and don’t use 
power cards) and then you are always reminded of its 
effect every time you use that power. 

When playtest feedback started coming back in, it 
confirmed out suspicions. The playtested feats were 
often either forgettable or slow to use, and not exactly 
fighting up the message boards with interest. Fight¬ 
ing styles needed to contribute more significantly to 
the game, and be tied directly to powers to be easier 
to use. However, tying a feat to a single power makes 
the feat far less useful, so we needed to make sure 
the second-tier feats weren’t too narrow. Thus, the 
Greater Style Feats were born. 


The Greater Style Feats 

Rodney: The first-tier combat style feats already 
spoke directly to at-will powers, so little needed to be 
done to make them fit the model we wanted. With 
two goals for the second-tier feats (tie them to powers, 
and make them really have an impact on the way you 
build and play your character), we decided to have 
these feats do for encounter powers what the first- 
tier feats did for at-wills. When you take one of the 
second-tier feats, it modifies your encounter powers 
in some way. Likewise, since we didn’t want the feats 
to only come into play once per encounter, that meant 
that each feat needed to cover multiple encounter 
powers across a span of levels. That way, if you take 
the powers related to the style, you’re gaining the 
style benefit each time you use one of those powers so 
the feat comes into play multiple times. At that point, 
each of the second-tier feats had to become multiple 
feats, one for each class that could potentially take the 
combat style, as the feats would simply run too long if 
we tried to include one feat covering multiple encoun¬ 
ter powers from multiple classes. 

Another added benefit of this approach was that 
it allowed us to take powers that otherwise might 
be less appealing in general and make them better 
choices by adding on new benefits. The best powers 
in the game don’t need such help, but powers that are 
seen as weaker or more corner case may now be more 
viable options thanks to combat styles. More choice is 
better, and the greater style feats hopefully make it so 
that choosing a power at a given level provides more 
options thanks to the boost given by combat styles. 

Along similar lines, the greater style feats also gave 
us a chance to address one of the concerns I talked 


about earlier, that of new builds having fewer power 
choices than older builds. Many of the greater style 
feats modify encounter powers in such a way that 
the power is now more appealing to players of one 
of the new builds. For example, the Adamant Arrow 
Commander feat makes a suite of six powers from the 
Player’s Handbook and Martial Power into powers that 
can be used at range, opening them up as options for 
the skirmishing warlord. That way, the combat style 
opens up a whole array of power choices that didn’t 
exist before, letting the player customize the charac¬ 
ter a bit further. 

The last step in the creation of the greater style 
feats actually came during the editing process. At a 
certain point, we realized that, due to the number 
of combat styles versus the number of powers com¬ 
patible with what we wanted those styles to do, we 
were introducing a degree of overlap between the 
powers augmented by the greater style feats. Since 
overlapping mechanics often lead to unintended 
consequences (both those that end up being too 
powerful and those that just don’t make sense from a 
narrative standpoint), we decided to make the styles 
mutually exclusive. You can take multiple combat 
styles, but you can only use one at a time. That also 
makes the fighting styles feel like distinct disciplines 
that have their own methods and tenets. With that, 
the combat styles were ready to go into the book, 
and I hope that people will really embrace them as 
a way to open doors to new options for their martial 
characters. 

Rich: These changes made these advanced feats 
much easier to use. Good job, Rodney! 


November 2009 | DRAGON 381 










CONFESSIONS OF A FULL-TIME WIZARD 



Love is a Battlemat 


BY SHELLY MAZZANOBLE 

illustrations by William O’Conner 


Love is in the air, everywhere I look around. You can’t 
swing a diaper-clad, ageless, winged toddler without 
smacking into something pink, red, or scantily clad. 
(And for the record, you should never swing a toddler 
around. It’s bad for their shoulders.) 

One might think Valentine’s Day is reserved for 
starry-eyed lovers. I say hooey. Valentine’s Day should 
be celebrated regardless of your romantic status. 
There’s got to be something to love, right? Red velvet 
cupcakes? Gossip Girl? Microfiber Snuggies? (Don’t 
knock it until you’ve been encased in the loving arms 
of one. Not to mention, that a Snuggie can double as a 
mean wizard’s robe.) 

Even if you found yourself without a romantic 
relationship this Valentine’s Day, there are plenty of 
relationships in your life to celebrate. Like the rela¬ 
tionship you have with Dungeons & Dragons. 

“Why thank you, Shelly. Sometimes words speak louder 
than actions. Saying “I love you” goes a long way.” 

Not to worry, Dungeons & Dragons. We’re here 
for you. 

“I have feelings too, you know!” 

I know. Have I told you lately that I love you? 

“Aww...” 


Those who work on Dungeons & Dragons have 
an interesting bond with their favorite RPG. Not only 
do they love the game socially, but professionally as 
well. And that’s not an easy balance. 

In honor of the pinkest month on the calendar, 

I decided to examine what the game of love really 
means. Who better to ask than some of the most 
devoted duos in the office? Besides, I’m a sucker for a 
good “how they met” story. 

Peter Schaefer, RPG Developer. With Dungeons 
& Dragons 18 Years. 

As a young boy growing up in the lush green woods of 
Northern Oregon— 

“I didn’t grow up in the woods,” Peter wants to 
clarify. “We had a house, you know.” 

Growing up in Hood River, the wind surfing 
capital of the world, a bespectacled, Birkenstock-clad 
Peter found himself immersed in cerebral hobbies 
like fantasy and sci-fi novels, computer games, and 
“playing in the woods.” 

“You do have an elfish look about you.” 

“Really? I’ve always thought of myself more as a 
halfling.” 








CONFESSIONS OF A FULL-TIME WIZARD 


Perhaps the love of fantasy, gaming, and even 
tromping around in the wild might lead one to con¬ 
clude that Peter and Dungeons & Dragons were 
meant to be. 

“Whenyou know, you know...” 

“Yep. It was love at first read.” 

They met through a friend of a friend before Peter 
was even in double digits. 

“My buddy described a game his older brother 
had and I was intrigued,” Peter said, recounting what 
was to become a propitious conversation nearly two 
decades ago. Peter picked up a Dungeons Master’s 
Guide and “away we went.” 

“He was just a kid andyet wise beyond his years.” 

Peter fondly remembers Rufus Redaxe, his beloved 
chaotic neutral dwarf fighter. 

“Rufus was on a hereditary quest to make an axe 
from red steel,” Peter reminisces. “He went on to 
establish an empire on the basis of being deeply in 
debt.” 

“Rufus! I haven’t thought about him inyears. How is the 
old chum doing, anyway?” 

“Oh, he’s long since retired. But I’m sure he 
remembers you fondly as well.” 

While Peter spends the most time with Dungeons 
& Dragons currently, he recalls a time in college 
when the two parted ways briefly. 

“We grew apart,” Peter explained. “Took different 

“Ifyou love something, set it free...” 

Peter’s need to sow his wild oats introduced him to 
other games, such as Mage, Exalted, and Shadowrun. 

“Being with other games only brought me closer to 
Dungeons & Dragons in the end,” Peter explains. 

“If it comes back to you, it’s yours...” 

“Aw, that’s sweet.” 


Not everyone understood the bond between Peter 
and Dungeons & Dragons, but it’s clear they have 
a lot of history together. In fact, it’s that history that 
makes this game stand out from his other hobbies. 

“We’re very comfortable together.” 

“It’s a very relaxed partnership.” 

Peter loves DMing as much as he loves rolling up a 
PC. It’s Dungeons & Dragons’ many layers of depth 
and storytelling that he finds endlessly fascinating. 

“There’s no other activity that incorporates tell¬ 
ing a story with playing a game quite so well,” Peter 
explained when asked what it is that makes the game 
so special. 

“Peter is special too. He’s smart and dedicated and loyal. 
And he has nice, brown eyes.” 

“I’m blushing!” 

It’s clear in this case absence does make the heart 
grow fonder, but what does the future have in store 
for these two? 

“I see an enduring, but open, partnership,” Peter 

“Me too.... Wait. Open? How open?” 

Rodney Thompson, RPG Developer. With 
Dungeons & Dragons 17 Years. 

Picture this: a sweet southern boy-eight years old 
with a penchant for reading, baseball, and Nintendo 
games-hears wild tales of a mysterious game that 
involves halfling thieves, homemade flaming bullets, 
and skeletal monsters. 

“A friend from my neighborhood played Dungeons 
& Dragons with his older cousins and told me all 
about it,” Rodney said, “fust the idea of that kind of 
freedom blew my mind.” 

“He just had to meet me.” 


But it was another three years or so before Rodney 
and Dungeons & Dragons would finally come face 
to tabletop. The two hit it off right away, but not every¬ 
one approved. 

“My parents were skeptical at first. Growing up 
in the South, there was some trepidation about the 
game,” explained Rodney. 

“I tend to clam up around parents.” 

“But once they realized you were good for me, they 
welcomed you with open arms.” 

“Sure. Once they learned I could provide for you,” 

“They are very proud of my work.” 

Rodney fondly remembers his first time. 

“Awkward!” 

“First time rolling up a character.” 

“Oh.” 

“His name was Saluk—a human holy slayer in an Al- 
Qadim campaign.” 

“Al-Qadim? Wow, we haven’t been there in a while.” 

Dungeons & Dragons players are a sentimental 
bunch. Some hold on to the d20 with which they 
rolled their first crit. Someone else once told me he 
had all the players he TPKed for the first time sign 
the DM screen from that fatal session. And Rodney 
still has the miniature of that first character that one 
of the other players painted for him. 

“Unsurprisingly, in Chris Perkins’s Wednesday 
night campaign, my avenger of the Raven Queen, 
Vargas, was heavily inspired by Saluk.” 

“The first one is always the most special. I’m glad Saluk 
didn’t die a horrific death like the many that came after.” 

“Me too.” 

Like so many Dungeons & Dragons devotees, 
Rodney oscillates between player and DM 


February 2010 | DRAGON 384 




CONFESSIONS OF A FULL-TIME WIZARD 


“That’s the beauty of our relationship. No one needs 
to be stuck in just one role. Sometimes you feel like taking 
control of things and sometimes you want to sit back and let 
someone else take the reigns.” 

“I’ve had many great times in both roles. As a 
player, the last great time was in Chris Perkins’s cam¬ 
paign,” Rodney says. 

“Ahh... Chris Perkins ...one of the most thoughtful, 
loving, and creative Dungeon Masters I’ve ever known.” 

“Umm... I’m right here.” 

“Right. Sorry.” 

Rodney continues, “In a recent session my afore¬ 
mentioned avenger, Vargas, helped save the capital 
city of the Empire from destruction by destroying a 
giant floating fortress that was attacking the city.” 

“So brave.” 

“As a DM, about a month ago I ran an all-day game 
where my players laid siege to an enemy fortress, 
killed a white dragon, and then fought off githyanki 
warriors to capture a flying ship.” 

As much as Rodney cares for Dungeons & Drag¬ 
ons, he claims to be a “man of many loves” and insists 
there’s room in his heart for lots of games. He likes 
board games, “especially cooperative or semi-cooper¬ 
ative games.” 

“In other words, he likes games that resemble me.” 

“I have a type, I guess.” 

For someone who is basically paid to notice other 
games, it seems like Dungeons & Dragons will 
always face some competition. But there’s only one 
game he plays nearly as often as D&D. 

“Star Wars Saga Edition.” 

“That’s because you’re afraid to commit. I don’t want to 
pressure you but what’s that expression about buying the 
cow...?” 


Star Wars aside, hearing Rodney talk about what 
makes Dungeons & Dragons so special makes it 
hard to imagine him spending time with any other 

“I love that when I go to Gen Con, I’m surrounded 
by people whose lives have been shaped by Dungeons 
& Dragons,” he says. “The players have their own 
language, their own inside jokes and common stories, 
their own shared experiences. It’s a very personal 
hobby, so people get very invested in it, and it really 
affects their culture.” 

“My friends are very important to me.” 

A self-proclaimed “free spirit,” it’s no surprise 
Rodney finds himself drawn to D&D’s creativity and 
freedom. 

“I love that every time I sit down to play, I’m 
making something; making a story, making a charac¬ 
ter, or just making a new memory.” 

“We do have some great memories.” 

“I like that as a DM I can create my own adven¬ 
tures, my own monsters, my own magic items, or my 
own world. I love the sense of ownership that D&D 
gives you over the game.” 

Rodney’s friends love D&D too and that’s 
important. 

“You’re not kidding. It’s very hard to compete with hos- 
tdefriends.” 

“Twice a week, I sit down with five to eight friends 
and play a game that is different every week,” he said. 
“I also love the social aspect of the game.” 

“I like your friends too.” 

Rodney is running and playing more D&D than 
ever before and couldn’t be happier. He says he and 
D&D are in a great place right now. 


“Sure, there are always rough patches,” he stated. 
“But I recently got to work on the upcoming D&D 
Essentials books as a designer, and I’m proud to be 
helping shape the future of the game.” 

“I feel safe with Rodney.” 

Great place or not, most relationships that have 
spanned over a decade have had to experience their 
share of growing pains. 

“Who hasn’t had a campaign fall apart in the 
past?” Rodney lamented. “Sometimes you just need to 
play something else to clear your head.” 

“I never needed time to ‘clear my head,’ but that’s just 
me I guess.” 

No question Rodney is clear headed when talking 
about his future with D&D. 

I’ll certainly never stop playing D&D, barring a 
major catastrophe, and I’d like to keep doing what I 
do for a living for a long time to come. But I have to 
admit, Gamma World has been making eyes at me.” 

“I hope you don’t thinkyou’re special! Gamma World 
has been making eyes at everyone!” 

Bart Carroll, Editor-in-Chief, Dungeonsand- 
Dragons.com. With Dungeons & Dragons 27 
Years 

How do you keep things fresh after nearly three 
decades? It’s easy, according to Bart. 

“Dungeons & Dragons and I are very healthy,” 
Bart answers without hesitation in regards to the cur¬ 
rent state of their relationship. “I play weekly at work, 
outside of work, and recently started an additional 
game on odd-weekends, as a means to reconnect with 
some friends, draw others in, and have one-off ses¬ 
sions that allow a fair degree of experimentation ...” 


February 2010 | DRAGON 384 




CONFESSIONS OF A FULL-TIME WIZARD 


“Whoa! Don’t give them the wrong idea! You mean 
it’s a chance for others to try out characters they normally 
wouldn’t play and give new DMs some practice. Overall, it’s 
a chance for us to just kick back and see where life takes us.” 

“Right. That’s what I said.” 

“Whatever.” 

Being an “army brat,” Bart spent much of his 
childhood trying to fit into one group or another. 
With every new city came a new group of friends and 
exposure to new hobbies. This is probably the catalyst 
for Bart’s love of discovering new games, whether at a 
hobby store or from a friend’s bookshelf. But there is 
something about Dungeons & Dragons that stands 
the test of time. 

“We have to work at it, you know. But it’s worth it.” 

“Dungeons & Dragons encapsulates all those 
things I loved as a kid and lets me experience them 
every time I play.” 

“You’re so sentimental. It’s cute.” 

After hearing the older kids describe Dungeons & 
Dragons, Bart went on his first adventure to find out 
more about this elusive, mysterious game that com¬ 
bined several of his passions-knights, monsters, and 
mythology. 

“They had me at dinosaurs.” 

“Sure, I gave you dinosaurs. Relationships are all about 
making concessions.” 

“I remember spending my allowance on books and 
adventures at Toys R Us,” Bart recounts. “And Christ¬ 
mas of 1983 I saw a red boxed set under my tree. 
With dice! I could not have been happier.” 

The happiness continued through several years 
and almost as many characters. 

“I tend to gravitate toward characters that aren’t 
afraid to take silly risks for the sake of making some¬ 
thing happen,” Bart explains. 


“I might be inclined to say it’s less ‘risky’ and more 
‘careless.’” 

“Maybe. One character came this close to laying 
his hands on the hand of Eye of Vecna before his own 
party knocked him unconscious and foolishly had the 
useful item destroyed.” 

“It’s times like that I wonder if you’re really committed 
you know ? Like are you living for the moment with me or 
wondering what the next great adventurer you’ll roll up will 
belike.” 

“When we re together, I only have eyes for you.” 

“That’s sweet.” 

Bart gets a little starry eyed when reminiscing 
about one of those careless, slapdash, risk-taking 
characters. 

“I teleported inside a force field and found a 
chain golem that 1 tried to commandeer. That didn’t 
work—the golem activated and tried to kill me—but 1 
escaped and managed to teleport an enemy inside the 
same force field ... where the golem then smashed 
him to pieces!” 

‘And there was that whole ‘I’m a cleric! Nope! I lied! I’m 
an assassin!’fiasco.” 

“We’re still talking about that?” 

“I’m sorry but when three out of four party members are 
knocked prone and your assassin is scampering down the 
hallway looking for a mute old man with a bevy of canar¬ 
ies, it’s hard to not think about it.” 

“They were fine! Marty made his death save and 
managed to throw a healing word on Kierin. 

“For the record, I did not agree with that decision. Your 
fellow party-members were right to be upset.” 

“Party member,” Bart corrects. “I believe there was 
just one who got severely bent out of shape.” 

“I think she was right. But whatever. Let’s move on.” 

“Fine.” 


“Fine.” 

A lover of all things geek and a wide -array of 
games (Munchkin, Battlestar Galactica, and Magic: 

The Gathering to name a few), Bart is a giant flirt 
when it comes to other pastimes, but none have given 
him butterflies like Dungeons & Dragons does. 

“Still, they try.” 

“I dallied with Palladium’s Teenage Mutant Ninja 
Turtles RPG for a while,” Bart recalls. “I introduced 
some kids at school to it who had played Dungeons 
& Dragons when younger. But when they sat around 
the table, they really just wanted to play Dungeons & 
Dragons again, not something Dungeons & Drag- 
ONS-like. So we switched systems, and started playing 
regularly again.” 

“If I were one to say, ‘I told you so’I’d say, ‘I told you so.”' 

Part of the strength of their relationship can be 
credited to Dungeons & Dragons’ confidence. 

“That’s because Bart is very generous with the compli¬ 
ments. Not a day goes by that he doesn’t remind me of how 
appreciated I am.” 

“You’re appreciated! Not sure if I said it yet today.” 

With Dungeons & Dragons, “Every time is a good 
time. Maybe because the game still reminds me of 
how much fun I had playing with different groups at 
different times in my life,” Bart says. 

“Now I’m blushing.” 

As for their future? Bart and D&D don’t show any 
signs of slowing down. In fact, quite the contrary. 

Bart believes in a sort of paying it forward—at least in 
terms of sharing his love of D&D with generations to 

“I see ... my currently fictitious kids sitting 
around the table being prodded, tricked, or otherwise 
coerced into playing with dad, who’s keen to teach 


February 2010 | DRAGON 384 


1%) 



CONFESSIONS OF A FULL-TIME WIZARD 


them math, vocabulary, and cooperative lessons in 
the disguise of a gloriously geeky game.” 

“I love kids. Bring it on!” 

Chris Youngs, Editor-in-Chief, D&D Insider. 
With Dungeons & Dragons 13 Years (on and 

off). 

Ah, young love. So full of promise. Budding with 
excitement. Nothing but hope for the future. Until 
your mother makes you stop seeing each other. That’s 
what happened shortly after five-year old Chris first 
met Dungeons & Dragons. Yes, five. He was intro¬ 
duced by his older brother who, upon learning the 
game wasn’t a solo experience, was forced to recruit 
his “malleable little brother.” 

“That’s how I meet a lot of little brothers.” 

But their love was left unfulfilled as mom fell 
victim to the hype surrounding Dungeons & Drag¬ 
ons’ alleged bad reputation. 

“She was told the game had real spells in it,” Chris 
said. 

“It’s hard to reason with overprotective moms of the 
80s.” 

“And demon summoning information.” 

“Umm ...no. Not my cup of mead.” 

Although Chris’s relationship with D&D was 
called to a halt early on, Chris’s penchant for gaming 
wasn’t. During their forced separation, he spent time 
with mom-approved games such as Monopoly, Sorry, 
and Mille Bornes before entering what he affection¬ 
ately refers to as his FASA period. 

“I dallied with Shadowrun, Earthdawn, and Battle 
Tech,” he recounted. “I probably designed more Battle 
Mechs than I ever have Dungeons & Dragons char¬ 
acters. And that’s saying something” 


“That’s because you were in junior high when time was 
an endless commodity. Try to do that now. ” 

But everyone knows destiny wins in the end. It was 
1998 when Chris and Dungeons & Dragons crossed 
paths again. Perhaps they were jaded from their false 
start several years before, but Chris admits the sparks 
didn’t fly immediately. 

“I was weary. Once bitten, twice shy.” 

“It took a couple of years to get back into the 
groove, but then 3rd Edition came along, and it was 
just like old times.” 

“Old times? He was five! But yes, we moved very 
quickly.” 

Since then the good times have kept on rolling. 
Even his mom has come to terms with Chris’s rela¬ 
tionship with Dungeons & Dragons. 

“She just wants me to be happy,” he said. “And she 
doesn’t think the game is evil anymore. That was, um, 
an important step.” 

“I had to work at that one. To know me is to love me.” 

“Love might be too strong a word.” 

“There’s still time.” 

So what’s the attraction? Part of it is what many 
find attractive about a game like Dungeons & Drag- 
ONS-the only boundaries are your imagination. “If 
you can think it, you can make it part of the game,” 
Chris says. 

“I’m not a pushover or anything. I just want people to 
havefun.” 

Dungeons & Dragons has introduced Chris to 
some of the most beloved characters in his life. 

“My favorite is always whichever character I’m 
playing at the moment, even if it’s a one-off.” 

“You throw you whole heart into every character you roll 
up. It’s very refreshing.” 


“Thank you.” 

Currently Chris plays an egotistic sorcerer with a 
penchant for wild parties and wilder magic. 

“It’s a blast,” he admits. 

“No pun intended?” 

Make no mistake, Chris is definitely a player, and 
while he insists you can’t help but at least notice an 
interesting product shot or be intrigued by a glowing 
review of a new game, he spends the majority of his 
free time with Dungeons & Dragons. 

“There’s not a single game I currently play as much 
as Dungeons & Dragons,” Chris proclaimed. 

“Ohyeah? What about Rock Band?” 

“Except maybe Rock Band.” 

“That’s okay. It just makes the time we do spend 
together all the more special.” 

The future looks bright for these two with Chris’s 
only complaint being he wishes he had more time for 
Dungeons & Dragons. 

“I see many more adventures. Many more mon¬ 
sters. Many more dungeons. And loads of phat lewtz!” 

So there you have it. It’s a good thing I’m not the 
jealous type because that’s a lot of love. 

Unlike other relationships, hearing people profess 
their devotion for your beloved only serves to ignite 
the flames. 

But I hope you weren’t looking for a monogamous 
relationship with Dungeons & Dragons. 

“No one loves a player as much as I do.” 


About the Author 

Although her mother warned her about games like this, 
Shelly Mazzanoble and Dungeons & Dragons have been 
blissfully enjoying each other’s company for six years. 


■y 2010 ] DRAGON 384 





D&D PLAY REPORT 


D&D Experience and 
a New Play Experience 

BY CHRIS TULACH D&D PLAY SPOTLIGHT 


At our feature convention D&D Experience, we 
announced a new in-store weekly D&D play experi¬ 
ence called D&D Encounters, which begins its first 
season by exploring the iconic dungeon of Under¬ 
mountain on March 17. I’ll give you the complete 
details below, but first, I want to give a little wrap-up 
of D&D Experience. 

Serious Fun in Fort Wayne! 

D&D Experience was a blast this year. Hundreds 
and hundreds of D&D gamers from around the US, 
Canada, and Europe braved the cold and headed to 
Fort Wayne, Indiana for a four-day celebration of all 
things D&D. In a big ballroom in the Grand Wayne 



The hall swells with tables of dedicated D&D gamers. 


Convention Center, players got their fill of Living 
Forgotten Realms, an awesome Dark Sun preview 
adventure, and bashed monsters in a new version of 
the Convention Delve. 

What really brought the players out in force were 
the two special gaming events at the show—the Dark 
Sun preview adventure and the Living Forgotten 
Realms battle interactive. At the Dark Sun preview 
called “Death in the Arena,” players got their first 
look at the 4th Edition world of Athas, playing a 
variety of diverse characters such as a mul barbarian 
gladiator and a thri-kreen shaman elemental priest. 

I won’t spoil the adventure details for you, because 
we’ll be running it again at PAX East and other local 
shows in the future! 

The Living Forgotten Realms battle interactive 
was the first of its kind for LFR, and it was a rousing 
success! Dozens of tables participated in two days’ 
worth of missions as they attempted to save Elturel 
from the horrors of the nearby plaguelands. As the 
spellplague spread to the city, the characters rallied 
to its defense and only narrowly managed to avoid 
complete catastrophe! For more information on the 
battle interactive and to hear players’ stories, head 
to the Living Forgotten Realms Community Page . 



My table gets ready to take on the savage land of Athas! 


Who knows, a convention near you might be run¬ 
ning it soon! 

We also had other special events, including a pair 
of book signings. The signing with Rich Baker on 
Saturday had an additional surprise—free copies of 
Rich’s not-yet-released Avenger, the third and final 
book in the Blades of the Moonsea trilogy! Suffice to 
say, he had quite a line of fans. 

We also had lots of sneak peeks at the show, giving 
out first looks at the D&D Essentials line, a deep dive 
into the design of the updated Dark Sun setting, and 
lots of information on our upcoming board games 


Febri 


lry 2010 ] DRAGON 384 













D&D PLAY REPORT 



Rich Baker gives away his signature and his new book, 
Avenger. 


and the new Gamma World game. Some lucky folks 
even got to playtest Gamma World with Rich Baker! 

All in all, we had a great show—attendance was 
way up, and all sorts of little secrets were dropped on 
players throughout the weekend. If you didn’t make 



Mike Mearls presents the 2010 D&D lineup at the product 
preview seminar. 


it to the show this year, make sure you make plans to 
attend next year. In the meantime, you can listen to | 
Ipodcasts of many of the seminars) right now! 

D&D Encounters.- 
Undermountain 
Starts March 171 

We launch the first-ever weekly Wednesday D&D 
play experience in just a few short weeks. I’d like to 
take some space here in the column to tell you more 
about the program so you can get organized now and 
be ready to participate on March 17! 

Weekly in-store D&D play on Wednesdays. 
D&D Encounters runs each week in your local 
Wizards Play Network store. This is the first D&D 
program that Wizards has designed specifically for 
weekly play. Because it’s on Wednesday nights, it 
stays away from busy weekends and coincides nicely 
with comic book day. 

An ongoing mini-campaign. D&D Encounters 
is set up with an ongoing narrative element, played 
as a mini-campaign lasting a few months. Each mini¬ 
campaign is also known as a season of play. After one 
season finishes, the next one begins the very next 
week, without interruption. The season is divided into 
three chapters; each chapter is composed of a few ses¬ 
sions of play. 

One encounter per week. Fitting D&D Encoun¬ 
ters into a busy schedule is made much easier with 
its one-encounter-per-week sessions. You can get the 
encounter done within 1-2 hours, making it easy to 
finish at a reasonable hour and keeping the DM’s 
prep time to a minimum each week. 


Earn Renown Points for accomplishments. 

At the conclusion of each session, you earn Renown 
Points for different types of in-game accomplish- 
ments-defeating encounters, hitting milestones, doing 
something spectacular during a game session, etc. As 
you accumulate those points, you earn rewards cards 
that can be used in-game for your current and future 
D&D Encounters characters. Some rewards are easy 
to get and can be obtained after only a few sessions 
of play; others might take a while to qualify for. The 
first is the Delver reward, and it’s given to you on 
the session you’ve earned it. The other two rewards 
(Explorer and Adventurer) are awarded at the end 
of the season based on those that qualify for them by 
earning a certain higher total of points. 

DMs get rewards too! In addition to the player 
rewards in the D&D Encounters kit, there are also 
special rewards for the DMs, consisting of valuable 
game aids and other cool specially-made, not-avail- 
able-for-sale items. Each new season will bring a 
different DM reward in the kit. 

Each season takes you to new D&D worlds. 
Every D&D Encounters season is a self-contained 
mini-campaign, giving you an ongoing story in a dif¬ 
ferent D&D setting each time. Each season will last 
three to four months-short enough that you don’t 
need to make a long-term campaign commitment but 
long enough to give you a sense of growth and accom¬ 
plishment. The seasonal nature of D&D Encounters 
also means you’ll be able to sample new game content 
and different worlds a few times every year. The first 
season of D&D Encounters is set in the Forgotten 
Realms, where you’ll be uncovering the secrets of 
Halaster’s Lost Apprentice in one of the most infamous 
dungeons of all, Under mountain! In season two, 


Febri 


lry 2010 ] DRAGON 384 












D&D PLAY REPORT 


journey to the blasted lands of Athas as you play in a 
mini-campaign preview of the Dark Sun campaign 
setting! 

Get social by following us and sharing. The 

D&D Encounters play experience goes beyond the 
store as Wizards uses social networking tools like 
[fwitter| and |Facebook| to communicate messages each 
week, sometimes offering special in-game benefits or 
events that affect your current play session. In addi¬ 
tion, you can share your stories, post photos, and join 
the discussion right here at the |D&D Community | 
iGroupj 


D&D Encounters.- 
Undermountain 

Halaster’s Lost Apprentice: A lost passageway on the 
upper level of the most infamous dungeon in Faerun 
has recently been uncovered. When a patron hires a 
band of adventurers to brave the dangers of Under¬ 
mountain, a search is on to uncover secrets of an 
apprentice of the dungeon’s lost creator-Halaster. 
Bring a lst-level character or use a pre-generated 
character. Characters this season can be exported to 
the Living Forgotten Realms campaign at the conclu¬ 
sion of the mini-campaign! 

Season Length: 12 sessions (3 chapters of 4 ses¬ 
sions each) 

Season Dates: March 17 - June 2 (Wednesdays) 

Make sure your local store signs up for D&D 
Encounters through the Wizards Play Network. 
Signups begin on February 8th. They’ll want to 
sign up early, because kit quantities are limited! 

That’s all this month on the D&D Play Spotlight. 
Join me again next month as we talk about PAX East 
and share more information on D&D Encounters and 
Player’s Handbook 3 Game Day! 


About the Author 

Originally thought to have heen raised from a humhle 
Midwestern family, Chris Tulach actually fell to Earth in a 
meteorite-shaped capsule flung from a planet far outside our 
galaxy. While under the yellow rays of Sol, Chris’s nerdity 
far surpasses that of any normal human. Using this precious 
gift only for good, he has become the D&D Organized Play 
Content Developer, responsible for the development and 
deployment of Dungeons & Dragons organized play pro¬ 
grams. He is also the co-author ofE2 Kingdom of the Ghouls. 


Febri 


lry 2010 ] DRAGON 384 









AMPERSAND 



Coming This Fall 


Hot on the heels of some amazing announcements 
we made at Dungeons & Dragons Experience, I want to 
give all of the Insiders the complete scoop on a bunch of 
new products that we’re really excited about. First, let me 
give you a tour of our new Dungeons & Dragons Essentials 
line of products. Then I want to show off our new take 
on Gamma World and address questions you may have 
about our new line of board games. Let’s get to it! 

Dungeons & Dragons 
Essentials 

While the current format of the Dungeons & Dragons 
Roleplaying Game is great for those of us who have been 
playing the game for years (or even decades!), we knew 
that we needed to take a shot at making the products 
more accessible to the next generation of gamers. For this 
reason, we’re introducing the Essentials line of products 
later this year. 

The Essentials line consists of 10 key products that 
will always be in stock and will form the core of the 
Dungeons & Dragons Roleplaying Game experience 
moving forward. Each product is designed to provide 
a more streamlined, more directed, and less expensive 
experience for the user. These products don’t replace 
the existing Player’s Handbook, Dungeon Master’s Guide, or 
Monster Manual. They represent a separate pathway into 
the game. 

It all starts with the Dungeons & Dragons Fantasy 
Roleplaying Game, a new version of the original “Red Box” 

TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


starter game. This is the Essential starting point for new 
players coming to the brand. It features a player’s book 
that uses a solitaire pick-a-path process to create a charac¬ 
ter, a Dungeon Master’s book with basic 4th Edition game 
rules and a group adventure, a set of dice, a poster map, 
cardstock tokens for characters and monsters, and power 
cards. The box takes players from 1st level through 2nd 
level with a limited selection of options and choices. 

From there, the Dungeons & Dragons Rules 
Compendium puts all the core rules of the game into a 
single volume for the first time. The rules are presented 
in a logical order, organized for easy access during a game 
session. The 6” x 9” trade paperback is full color and costs 
$19.95, making it a must-have for players and Dungeon 
Masters who want to go beyond the basic rules presented 
in the “Red Box.” Its size helps with portability, and it 
takes up less room on your game table. 

Next, the line divides the rest of the products based 
on the role you’ve taken in the game—player or Dungeon 
Master. 

For players, two 6” x 9” $19.95 trade paperbacks pres¬ 
ent the essential classes and races, covering all tiers of 
play, from heroic through epic. Each one includes a selec¬ 
tion of classes and races that can immediately fill out 
an adventuring party, as well as character creation and 
advancement rules, skills, feats, equipment, and the rules 
of the game as they pertain to players. 

Heroes of the Fallen Lands covers the classes and races 
associated most closely with the traditional Dungeons 


February 2010 | DRAGON 384 


\(as) 





& Dragons game. It features two new fighter builds, 
a new rogue build, a new cleric build, a new wizard 
build, and a new ranger build. The races in this one 
include humans, dwarves, eladrin, elves, and half- 
bngs. Heroes of the Forgotten Kingdoms features more 
options, including a new cleric build, a new rogue 
build, a new paladin build, a new ranger build, a new 
druid build, and a new warlock build. The races in 
this one include dragonborn, drow, half-elves, and 
tieflings. 

For Dungeon Masters, the boxed Dungeon Master’s 
Kit expands the DMing material presented in the 
“Red Box,” as well as two adventures, two poster 
maps, a DM’s screen, and monster tokens to help a 
DM take a campaign from 1st to 30th level. 

The Monster Vault boxed set includes a book of 
essential Dungeons & Dragons monsters, tokens 
for every monster in the box, an adventure, and a 
poster map. The adventures that appear in the “Red 
Box,” the Dungeon Master’s Kit, and the Monster Vault 
can be run sequentially to create the beginnings of a 
campaign. 

Three sets of Dungeon Tiles Master Sets round out 
the essential offerings for the DM. These include The 
Dungeon, The City, and The Wilderness. Each set comes 
in a box and contains 10 sheets of dungeon tiles-and 
the box itself features a grid, allowing it to be used 
as an elevated play surface. Some of the tiles in these 
sets are pulled from older, out-of-print Dungeon Tiles 
sets, but each box contains a number of new tiles 
as well. These Master Sets are intended to provide 
Dungeon Masters with a basic set of tiles for building 
dungeon, city, and wilderness encounters—and boxes 
in which to store them! Future sets of Dungeon Tiles 


AMPERSAND 


will expand these Master Sets by providing tiles that 
are more specific and strongly themed. 

What’s the tenth Essentials product? A set of 
Dungeons & Dragons dice for anyone who needs 
an extra set completes the Essentials offerings. These 
10 products won’t be added to or taken away from. 
They’re designed to be the starting point and baseline 
for all Dungeons & Dragons games moving forward. 

Here’s a simple list of how these products fit 
together. 

For Everyone 

Dungeons & Dragons Fantasy Roleplaying Game 
Starter Set (Red Box)-September 2010 
Dungeons & Dragons Rules Compendium- 
September 2010 

Dungeons & Dragons Roleplaying Game Dice Set- 
August 2010 
For Players 

Heroes of the Fallen Lands— September 2010 
Heroes of the Forgotten Kingdoms— November 2010 
For Dungeon Masters 
Dungeon Master’s Kit-October 2010 
Monster Vault-November 2010 
Dungeon Tiles Master Set: The Dungeon- July 2010 
Dungeon Tiles Master Set: The City-October 2010 
Dungeon Tiles Master Set: The Wilderness-December 
2010 

Yes, our focus for the end of 2010 is on setting up the 
Essentials line. But right after that, our new frontlist 
plan begins to roll out, providing expanded game 
options and materials for all players. I’ll talk a bit 
more about how that’s going to work next month. 


Dungeon Master to the 
Stars 

I hinted recently that Chris Perkins, the Creative 
Manager for Dungeons & Dragons and our increas¬ 
ingly popular Dungeon Master to the stars, had gone 
on a secret mission to run a game for some VFPs 
(Very Funny People). Now I can reveal that he ran 
an incredible game of Dungeons & Dragons for the 
folks at Robot Chicken. Check out this link to see 
their excursion into Undermountain. 

Dungeons & Dragons 
Encounters 

We also debuted our new weekly adventure series 
for play in Wizards Play Network retail locations 
at Dungeons & Dragons Experience last week. 
Starting now, you can visit your local game store 
every Wednesday to play an exciting new adventure. 
The first mini-campaign takes place in the Forgotten 
Realms, specifically in the depths of Undermountain. 
You’ll find additional information here. 

D&D Gamma World 

We unveiled the new D&D Gamma World prod¬ 
ucts last week as well. Coming in October, the D&D 
Gamma World Roleplaying Game provides a com¬ 
plete experience in a box. Using the Dungeons & 
Dragons rules as the basis, the game is designed 
to be most people’s second game, the game they go 
to when they want to break out of the usual fantasy 
mold. That said, it’s also designed to appeal to players 
who enjoy science fiction with a bit of a wacky ele¬ 
ment. And I do mean wacky! Thanks to streamlined 


uary 2010 | DRAGON 384 



Febri 








AMPERSAND 


and random 
character gen¬ 
eration and a 
set of Alpha 
Mutations and 
Omega Tech 
cards, the 
game plays 
fast and loose, 
with plenty 
of oppor¬ 
tunities for surprises, 
excitement, and humor as your mutant rat swarm 
discovers an ancient artifact known as a Teddy Bear 
or your insectoid bear mutant tries to figure out how 
to use a deadly toast-r-oven against the approaching 
killer robot horde. The boxed set comes with plenty 
of cards, but for players and Gamemasters who want 
to expand their options and add to the wackiness, 
a random booster set will be available for just that 
purpose. 

To dispel some of the rumors that followed the 
announcement at Dungeons & Dragons Experience, 
let me state this clearly: D&D Gamma World is a 
roleplaying game. The cards add a random element 
that is built into the game play, but it is in no way a 
collectible trading card game. It uses dice and all of 
the basic Dungeons & Dragons RPG rules, with the 
added element of random cards to reflect the random 
mutations and technological discoveries that have 
always been a part of the Gamma World mythol¬ 
ogy. We re having a blast in our playtests, and I think 
you’ll enjoy it as well when it debuts in October. 

The first expansion product, Famine at Far-Go, 
comes out in December. It includes more mutants 


and more adventure for those who didn’t get enough 
of the mutants and madness in the core set. We’ll talk 
more about D&D Gamma World and other possible 
genre products in the months ahead. Maybe we’ll 
even run a poll as to what kinds of genres you’d like 
us to focus on in the future. 

Dungeons & Dragons 
Board Games 

Finally, a few words about our upcoming line of board 
games. Our board games are not replacements for our 
miniatures line. We have a nice slate of miniatures 
products coming out this year, including the Lords 
of Madness Huge Set and the Limited Edition Orcus 
Gargantuan figure. Our board games are just that: 
board games! A different play experience using spe¬ 
cific elements of the Dungeons & Dragons brand. 

We kicked this off with the release of D&D Heroscape, 
and were following it up with Castle Ravenloft and 
Dragonfire Mountain. The latter two board games 
use our new Adventure System Cooperative Play 
mechanics, which means that the components in the 
two boxes can be used together to 

create completely new experiences. 

Anyway, they’re board games, not 
roleplaying games or RPG acces¬ 
sories. They’re meant to stand on 
their own and provide a lighter, 
faster experience for when you 
don’t want to play a full-on 
RPG session or for Dungeons 
& Dragons fans who enjoy a 
more structured experience. 

And they’re fun! 


Well, that’s it for this month. Until next time, 


Keep Playing! 





In Case You Don’t Know Him 

Bill Slavicsek’s gaming life was forever changed when he 
discovered Dungeons & Dragons in 1976. He became a 
gaming professional in 1986 when he was hired by West End 
Games as an editor. He quickly added developer, designer, 
and creative manager to his resume, and his work helped 
shape the Paranoia, Ghostbusters, Star Wars, and Torg roleplay¬ 
ing games. He even found some time during that period to 
do freelance work for Dungeons & Dragons 1st Edition. In 
1993, Bill joined the staff of TSR, Inc. as a designer/editor. 

He worked on a bunch of 2nd Edition material, including 
products for Core Dungeons & Dragons, Dark Sun, Ravenloft, 
and Planescape. In 1997, he was part of the TSR crowd that 
moved to Seattle to join Wizards of the Coast, and in that 
year he was promoted to R&D Director for Dungeons & 
Dragons. In that position, Bill oversaw the creation of both 
the 3rd Edition and 4th Edition of the Dungeons & Dragons 
Roleplaying Game. He was one of the driving forces behind 
the Dungeons & Dragons Insider project, and he contin¬ 
ues to oversee and lead the creative strategy and effort for 
Dungeons & Dragons. 

Bill’s enormous list of credits 
includes Alternity, d20 Modern, 
d20 Star Wars, Pokemonjr., Eberron 
Campaign Setting, the Dungeons & 
Dragons For Dummies books, and his 
monthly Ampersand (&) column for 
Dragon magazine. 


■y 2010 ] DRAGON 384 


\(st) 


Febn